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Death Breath Strategy Guide

1) The document provides special rules for the Death Breath army in a strategy game, including rules for the Zombie Pool, Revival ability, and Charge ability. 2) Whenever a Death Breath unit is destroyed, it is placed in the Zombie Pool instead of being discarded, and can later be returned to the board. 3) During Revival, the Death Breath player can exchange wound tokens for units from the Zombie Pool after battles.

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0% found this document useful (0 votes)
113 views2 pages

Death Breath Strategy Guide

1) The document provides special rules for the Death Breath army in a strategy game, including rules for the Zombie Pool, Revival ability, and Charge ability. 2) Whenever a Death Breath unit is destroyed, it is placed in the Zombie Pool instead of being discarded, and can later be returned to the board. 3) During Revival, the Death Breath player can exchange wound tokens for units from the Zombie Pool after battles.

Uploaded by

Jw Sq
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd

SPECIAL RULES

Revival and the Zombie Pool When two units which belong to different armies but both
Whenever a tile attacked by a Death Breath unit is rescued by have the Charge ability simultaneously kill one other unit,
a Medic, do not place a wound marker where the Medic was. none of these two units can use its Charge ability.
If a tile wounded by a Death Breath unit remains on the When a unit with the Charge ability kills several units at
board only because of an additional point of Toughness the same time, the player may choose where to move
that unit.
(granted, for example, by the New York HQ’s special
feature or the Mississippi Mutation module) and then loses When a unit with the Charge ability attack in multiple
BACKGROUND STORY NEW RULES
this additional point (for example through movement) and Initiative phases, the Charge ability can be used at the For the past few months the Death Breath, The Zombie Pool
is discarded, do not place a wound marker where that end of each of these phases. a horrifying virus, has been spreading through
Whenever a Death Breath unit (a Warrior or a Module) is
destroyed unit was. Moloch’s eastern enclaves near old Detroit.
When a Death Breath unit uses Charge to move to the hex destroyed, it is not discarded to a discard pile; instead, the
It has been changing people, mutants, and Moloch
When a Death Breath unit that has been taken over previously occupied by a killed enemy unit, do not place Death Breath player puts it in his Zombie Pool.
cyborgs alike into brainless and bloodthirsty
(for example by the Vegas Agitator) is discarded, put in the a wound marker on that hex. beasts. Now hordes of zombie-like madmen attack Tiles in the Zombie Pool should be revealed and visible to all
Death Breath’s player Zombie Pool. everything that lives. The virus victims undergo players.
The effect of the Sharrash Hole is resolved at the end of
Tentacles bodily mutations which transform them into freaks
When a netter with Tentacles is killed by an opponent,
Revival
a Battle but before any units from the Zombie Pool are of nature - and ones difficult to kill, too. As of now,
remove the Tentacles marker from the unit netted by that The special feature of the Death Breath HQ is its ability to
placed on the board. suitable bullets, grenades, or - in an emergency - a
destroyed netter. Do not remove the marker if the netted Revive units.
solid axe remains the most effect method against
Devouring unit was targeted by another netter with Tentacles. the problems with the infected. Whenever a Death Breath unit kills an enemy unit, place
a wound token on the hex previously occupied by that
Devouring allows an HQ to regain 1 Toughness point lost in When the Tentacles no longer affect an enemy unit
that very same Initiative phase (thus, for example, saving it (when, for example, the unit was killed or the netter ARMY DESCRIPTION destroyed unit.
from destruction). was pushed away), the Tentacles marker is immediately When the Battle is over, the Death Breath player may
The main advantage of this army is its ability to draw immediately exchange each wound marker for any one unit
When a tile attacked by a Death Breath unit with the taken off the board and returns to the Death Breath
chosen tiles from the special Zombie Pool and using chosen from the Zombie Pool.
Devouring ability is rescued by a Medic, that 1 Toughness player.
Revival to bring increasingly stronger versions of Each unit chosen this way must be placed on one of the hexes
point is not restored. When a netter with Tentacles is netted itself, the player its units into play. This advantage becomes more with a wound marker on it. The rest of the wound markers
When a Death Breath unit with the Devouring ability cannot mark its Tentacles as active. pronounced as the game progresses. Furthermore, placed by the Death Breath player are removed from the board
strikes itself (for example as a result of the Steel Police’s When a netter with Tentacles is taken over (for example Death Breath has a great choice of where to cast nets (even if no wound makers were exchanged for units).
Reflection), the Death Breath HQ regains 1 Toughness point by the Vegas Agitator), that unit cannot use the Death or when to start Battles. And with its Charge ability,
in the usual way. Breath Tentacles marker—its Tentacles remain inactive. this army can force its way toward an enemy HQ, even
Zombie
if they are protected. „Castling With The Opponent, Some Death Breath units have green features or attacks: When
Charge Reappearance a powerful tile, can be used, for example, to push an
these units are placed on the board for the first time, these
features and attacks are not resolved (they are inactive). When
When a unit with the Charge ability kills a unit that When a Terror Tile has been played (e.g., by Steel Police enemy HQ into a deadly trap. such a unit is placed on the board again (coming from the Zombie
is simultaneously attacked by other units, that unit or Smart), the Death Breath Reappearance tile cannot
Death Breath has some shortcomings, though. Its basic Pool), the Death Breath player places a token on it to indicate
can normally use its Charge ability to move to the hex be used. that the unit’s green features and attacks are now active.
previously occupied by the killed unit. units are relatively weak before they are Revived; none
of its units can perform ranged attacks; and no more Charge
than one unit can have its net active at any given time.
When a unit with the Charge ability destroys an enemy unit,
it can move to the place previously occupied by that
Box contents: Our games are assembled with the greatest care.
However, if your copy lacks anything, we apologize for
TACTICAL ADVICE destroyed unit. This move is performed at the end of the
35 Death Breath tiles, 6 wound markers, current Initiative phase, before the players begin to resolve
1 Death Breath marker, 1 Tentacles marker, it. Please let us know:: The player should remember to take tactical advantage
the next Initiative phase. When moving this way, the Charging
6 Zombie tokens, replacement tile and markers, portal@[Link] . of the Charge ability: Death Breath can use it to unit can turn freely.
rulebook. penetrate a protected enemy HQ or eliminate key enemy
units, even if they are shielded by a line of defenders. Tentacles
Designer: Michał Oracz Portal Games Sp. z o.o. Sacrificing units to be upgraded through Revival as Tentacles work exactly like nets. There is only one exception:
Rulebook: Michał Oracz ul. Św. Urbana 15 early as possible is a sound strategy. You should also No more than one Tentacles ability can be active at any
Translation: Piotr Wiśniewski 44-100 Gliwice, Poland make sure that you always have some tiles in your moment in the game (a special Tentacles marker is used to
Illustrations: Piotr Foksowicz, Aga Jakimiec tel./fax. +48 32 334 85 38 Zombie Pool left. When attacking, always remember indicate the active Tentacles; there is only one such marker).
Graphic design and layout: Maciej Mutwil portal@[Link] Once per turn (at any time during his turn), the Death Breath
about the fundamental ability of the Death Breath army:
[Link] player can choose which Tentacles to activate. The player then
[Link] the Revival. Immediately after a Battle, once the enemy moves the marker onto the unit netted by these Tentacles.
tiles have been removed, you can fill up the now-empty Tentacles cannot target an empty field.
Credits and thanks: Tomasz Stchlerowski and Kobel Radzionków, Wiedźmin, Wojciech Kozok, Łukasz Piechaczek,
Marek Szumny for eHECK, Matthew Soares, Paul Grogan.
hexes with your own units, for example near the HQ—
whether it’s yours or your opponent’s. Devouring
By destroying an enemy unit, unit with the Devouring ability
restores 1 Toughness point to its HQ.
4
1
CASTLING WITH
HQ 1 CORPSE 1 THE OPPONENT 1 Death Breath in a Team Match
Special feature – Melee attacks in Initiative Swap two adjacent units
Revival (allows the player
The special feature of the Death Breath HQ does not
phases 2 and 1. Charge. (including HQs); one of
to place wound tokens in affect the allied army tiles.
As a Zombie: an additional the two must be yours,
place of killed enemy units; the other one—your
after a Battle, these tokens Melee attack in Initiative
phase 3 (the Charge ability opponent’s. The units do
can be exchanged for tiles not turn when they are
from the Zombie Pool). can be used even three
times per Battle). swapped. Netted units
cannot Castle.
Death Breath vs Dancer
During a 1 on 1 game against the Dancer army, the
special feature of the Death Breath HQ works differently:
INFECTED 3 DEVOURER 1 REAPPEARANCE 2 After each Battle the Death Breath player can place one
Melee attacks in Initiative Melee attack. Devouring. Place a chosen tile from tile from the Zombie Pool on any unoccupied hex.
phases 2 and 0. As a Zombie: two additional the Zombie Pool on any
empty hex.
When the Dancer objects perform the Dance, the
Charge. directions of the attack. Tentacles marker is immediately taken off the board and
returns to the Death Breath player.

GRIPPER 3 BEAST 1 MOVE 3


Melee attack. Tentacles. Melee attack. Charge. Move a unit to an adjacent,
Rotation. Toughness. unoccupied hex and/or turn FAQ
As a Zombie: Melee attacks it any direction you want. Because of a large number of available armies and
in each attacking direction their unique rules, this manual cannot provide details
goes up to 2 of all possible relations and interactions between
them. When in doubt about the rules, please check the
FAQ on our website:
[Link].
ZOMBIE 1 MEDIC 2 BATTLE 8
Melee attack. A connected unit must A Battle begins. After the
ignore all wounds from Battle, the player’s turn
1 attack & Medic is ends. Not usable if any
discarded player drew their last tile.

ANOMALY 2
Melee attack.
As a Zombie: Melee attack OFFICER 2 - Zombie marker (x6)
goes up to 3.
Connected units +1
Strength in Melee combat.

- Tentacles marker (x1)

MUTANT 1
Melee attack. Tentacles.
As a Zombie: Melee attack SCOUT 3
goes up to 2. X
Connected units X - tile count
+1 Initiative.

2 3

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