$2,100k Unlocked! Learn More About the Season 3 Rules!
We're really picking up steam as we approach the last couple of days in the campaign! The $2,100k Stretch Goal has been unlocked, giving all Infected and Patient 0 level backers the Zombivor version of Yuri!
Let's keep pushing towards our remaining Stretch Goals. Can we reach them before the time's up?
Now let's have a look at some more rules introduced by Season 3:
SEASON 3: RUE MORGUE
The helicopter token provides a way to travel quickly and safely between two points of the map. It can carry four Survivors, but is such a complex machine that only those with the Helicopter Pilot skill are able to pilot it (if the Mission allows it). Using an Action, the pilot can take off with the helicopter, raising it above the board by placing it on its raised base. Then he can use an Action to move the helicopter up to two zones in any direction. A flying helicopter ignores all obstacles on the board, including closed doors, holes or walls. It simply moves orthogonally to any adjacent zone. If it's flying over a building zone, it's not considered to be inside that room, but over it. Survivors inside a flying helicopter cannot interact in any way with anything outside the helicopter, and no line of sight can be traced between them (not even a Molotov affects them). A helicopter also has the Loud skill in effect every turn it is flying, so it can be an interesting way of herding zombies. The pilot can spend another Action to land the helicopter on the helipad or wasteland zones, allowing the passengers to disembark (only Survivors with the Fast Roping skill are able to exit a flying helicopter on a street zone).
Spawning Zombies in the Spawn Zones is handled in a slightly different way in Season 3. The Missions assign each Spawn Zone with one or more Spawn Locator tokens with a number from 1 to 6. When it's time to spawn Zombies, players roll a number of dice relative to the number of Survivors that start the game (Companions don't count for that). Roll 4 dice, plus 1 per every 2 Survivors (rounded up) above the sixth. Each rolled die is then assigned to the Spawn Zone that has the Spawn Locator number corresponding to its result. One Zombie card is drawn for each die and the zombies are spawned on its Zone. That means that some Zones might not get any Zombie cards, while others might get several! Zones assigned multiple Spawn Locators are more likely to spawn lots of Zombies. Any Spawn Zone that is not assigned a Spawn Locator (such as colored Zones that are not active at the start of the game) always get one Zombie card when they are active. The Spawn Locators also make it extremely easy to adjust the difficulty of your game. Want a bigger challenge? Just roll a few extra spawn dice!
Event triggers are a neat little mechanic that can be used in several different ways. The core rule is that these tokens are placed on some tiles, as indicated by the mission, and they will only be activated when a Survivor ends his movement inside one of that tile's building Zones. At this point the Event Trigger token is flipped to indicate it's been used, and whatever event was tied to that trigger takes place.
The standard function of Event Triggers is to control the spawning of large buildings. If a building tile contains an Event Trigger, its rooms do not spawn Zombies when a door is opened leading to them. Instead, the rooms will spawn Zombies when the Event Trigger on their tile is activated. This way, large interconnected buildings can be created, but you don't have to isolate them with closed doors in order to prevent the whole building from spawning at once when the front door is opened.
In the optional Competitive mode, the teams become rivals and may fight each other, as well as the Zombies, in order to come out on top. Competitive Missions are not necessarily deathmatches, Survivors are still trying to accomplish the Mission objectives in order to finish the mission, and in the process bargains, temporary alliances and betrayals are all possible. At the end of a Competitive Mission, each team adds together the experience gained by all its members (even the dead ones). The team with the highest total is the winner.
Due to the increased lethality of the Competitive Mode, teams start with an equal number of Bulletproof Vests, which are able to protect the wearer from 2 Wounds. However, simply trying to destroy your rivals as quickly as possible is often not the best strategy to win a Competitive Mission. Killing Survivors does not grant XP, and you will still have to fight your way through the zombie horde in order to complete the mission, so it might be good to have rival Survivors thinning the Zombie numbers or just keeping them distracted. Knowing just when to turn on your rivals is key to success in the optional Competitive Mode.
Companions are equipment cards that work in a similar way to Dog Companions. According to the mission, Companion tokens are placed in specific Zones of the board. Tokens in street zones are revealed after setup, drawing a random Companion card and placing the corresponding Companion figure on the token. Tokens in building zones remain hidden until its building is opened, at which moment a random Companion figure is placed on the token (at the same time Zombies are being spawned, so you might want to save his butt!). Companion tokens can be taken the way as Objective tokens, giving the Survivor the corresponding Companion card (as well as 5 XP) and making him that Companion's Leader. You can have up to two Companions in your inventory.
Companions count as Survivors, are killed with one Wound and do not have an inventory. They always stay in the same Zone as their Leader, benefiting from any Move-related skills his Leader uses. They each may have different passive or active effects that the Leader can access. Passive effects are always active, granting the Leader a cumulative Skill or other special ability. Active effects require the Leader to spend one Action to execute. The Companion executes the Action listed on his card, according to the Leader's instructions.