Winter is upon us and its dark and cruel night brings forth dreadful menaces, worse than frostbite...
Zombicide Medieval Fantasy is back!
With new survivors, new zombies, new setting, and new rules!
Scale the great walls to your advantage
Use the added height of the fortress walls to escape the Zombies' grasp, dump cauldrons of hot tar onto enemies below, and gain superior line of sight!
Arm yourself to the teeth
Command a retinue of guards to push back against the Zombie Horde and use unique Survivor skills to bolster their abilities.
Melee Attack… From a distance
Cut down the Zombie horde with shiny new polearm-type weapons. Melee without ever having to get in close range!
Freeze Zombies dead in their tracks!
Draw on the surrounding icy elements and channel it towards your foes preventing them from taking any actions.
Mind the ruin zones
The constant zombie siege has wrought devastation onto the lands. Crumbling buildings offer little to search for, yet remain challenging to shoot through.
And stop the corruption!
Necromancers send waves of corruption close to the beacon to steal its power and spawn zombies each time they activate. If the beacon gets corrupted, all hope is lost!
And this is only the tip of the iceberg!
—description from the publisher
- Epic weapon variety (Vault weapons, Storm Crossbow, Baba Yaga's Pestle)
- Strong co-op emphasis; guards and wall defense encourage teamwork
- Dynamic spawn and corruption mechanics create tension
- Early Abomination and Necromancer encounters reward coordination
- Loot and upgrades via dragon bile and vault tokens
- High complexity; learning curve for two-player sessions
- Abomination incurs heavy threat if not addressed quickly
- Spawn density and zone management can feel overwhelming
- Cooperative survival against a zombie horde with magical/necromantic threats
- Fantasy post-apocalyptic fortress siege with necromancers, dragon bile, corruption, and wall-outpost defense
- Cooperative, narrative-driven siege with escalating threats and equipment loot
- Black Plague
- Black Flag
- Green Horde
- Marvel Zombies
Mechanics (from transcript analysis)
- beacon win condition — If corruption reaches the beacon, or if certain objectives are met, the game ends with victory/defeat depending on those tokens
- Dice-based combat — Mary-style dice roller with various weapon dice and range effects
- Dragon bile collection and vault weapons — Acquire dragon bile jars from the board, enabling special vault weapons with powerful effects
- dual wielding and ranged weapons — Characters can dual-wield certain weapons; range and reload mechanics affect actions
- NPC guards and outpost management — Players control guard NPCs to defend battlements and move them as part of actions
- spawn zones and corruption — Zombies spawn from designated zones; corruption zones advance toward beacons and influence spawn and end conditions
Video topics + discussion points
Quotes (from this video)
- This is the Prototype that we have here
- White Death is coming in their fantasy series which follows Black Flag and Green Horde
- There are no doors
- These weapons are dope
- Good weapons are crazy
- White Death for a reason there's a lot of death
References (from this video)
- Continued evolution of Zombicide experiences
- New twists on the zombie formula
- Holding multiple Zombicide lines can saturate the market
- zombie-survival with new twists
- zombie apocalypse
Mechanics (from transcript analysis)
- cooperative gameplay — Players cooperate to survive waves of zombies
- zombie combat / dice-based resolution — Dice-driven outcomes for encounters
Video topics + discussion points
Quotes (from this video)
- My number one is God of War.
- Circle the Wagons will get tabled, the second edition of it, more content to mix it in.
- Onward is the spiritual successor to Sky Tier.
- Lands of Evershade was neck and neck with past tread and the more I played it, the more I’m excited.
- The Dead Keep was excellent, though boss battles could use polishing.