Last Night on Earth 'All Hallows Eve II: The Ritual' Scenario
Last Night on Earth 'All Hallows Eve II: The Ritual' Scenario Rulebook
Table of Contents
Table of Contents
Setup
Use the 8 L-shaped Outer board sections, placing them at random around the Central board section, as shown in the diagram. During this Scenario, rolls to determine a Random Building are made as normal with the expansion; after the roll to determine the board section, roll the die again to determine whether that section is on the Outer Ring or the Inner Ring. Roll a D6: Inner Ring 1-3, Outer Ring 4-6. Then make a third roll to determine the Random Building in the chosen board section, as normal.
Heroes have Extra Doors (2): place two Door markers on any two wall spaces on the game board during Setup. This includes shared walls between two adjacent Buildings.
As part of Setup, place Father Joseph and the Ritual Table in the central space of the Central board section. Father Joseph is NOT a playable Hero in this Scenario and is NOT counted among the 6 Hero characters in use; he does NOT receive Starting Hero Cards. Note that if the Fire rule from Invasion from Outer Space is used, Fire can never start or spread into the central space of the Central board section in this Scenario.
Shuffle the Number tokens marked 1-6 and place them face down on the game board in 6 Buildings: one in a Random Building on each of the 4 L-shaped Outer Ring board sections, and the last 2 in any Random Buildings on the game board (the Hero/Zombie Choice roll result still applies). Note that Number tokens cannot be placed in the Church, as described below.
The Church is a special Building in this Scenario and must always be on one of the L-shaped board sections in use. At the start of the game, place the Cross marker in the Church, as well as one Zombie from the Zombie supply into each Church space. Do not place Free Search tokens in the Church or in any Building with a Number token.
Scenario Objective
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The 6 Heroes start in any spaces of the Central board section. The Hero players must also place the Ritual Circle marker in any outer space of the Central board section (but NOT in the central space with Father Joseph).
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Zombies start with 3D6 Zombies (instead of the normal 2D6). They must be distributed among all Zombie Spawn Points as normal.
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The Heroes must find and restore 3 Sacred Artifacts and return them to Father Joseph before Midnight (the end of the Sun Track). One of these Artifacts is the Cross, which always starts the game in the Church and can be Picked Up as if it were the revealing of a Number token (see the rules for Number tokens below). The other two, the Book and the Amulet, are hidden and are represented by two of the Number tokens, so they are physically absent from the game board.
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Roll 2 dice to determine the Number tokens that will represent the Book and the Amulet. Remember these 2 numbers, and which one represents which Artifact.
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Father Joseph is not a fully playable Hero in this Scenario; he is only preparing the Ritual to send the Zombies back to the devil. Separate Father Joseph's character sheet and place it at one side of the game board. No player controls him, and he does not receive Activations during the Hero Turn (he cannot move, must not initiate Fights with Zombies in the Hero Turn, etc.). However, he CAN be attacked during the Zombie Turn: he is in fact a target for the Zombie players, who will try to kill him. Heroes MAY Exchange Items with Father Joseph and MAY play cards on him as on a normal Hero. Keep in mind that he will never make Ranged Attacks or do any other things that are part of a normal Hero's turn when that particular character is activated. He can still be Healed by Nurse Becky at the end of the Hero Turn, as normal. Father Joseph's Strength of Spirit ability can NOT be used, as he is too busy preparing the Ritual. For the wording on cards "Start of a full Hero Turn", the start is now considered the start of Father Joseph's Turn, and "End of a full Hero Turn" is the end of Father Joseph's Turn.
The Ritual Table in its space allows Father Joseph to win a Fight on a tie result.
- Once per full Hero Turn (at any time during the Turn), Father Joseph may use the Ritual Circle. When doing so, ONE of the following uses of the Circle is chosen: move the Ritual Circle, light the large Column of Holy Fire, or use the Ritual Circle to try to cancel a Zombie card.
Moving the Ritual Circle: To move the Ritual Circle, simply move its marker to any other space on the Central board section (not including the central space with Father Joseph).
Column of Holy Fire: Immediately roll a D6 for each Zombie in the same space as, and in the spaces adjacent to, the Ritual Circle marker. Zombies are burned (killed) on a roll of 4+. This has no effect on any Heroes there.
Cancelling a Zombie Card: Choose any Zombie card that Remains in Play or that is played during the Hero Turn, and roll a D6. On a 4+, cancel that card.
- A Hero who has one of the Sacred Artifacts becomes Holy (Keyword), and receives the bonus for that particular Artifact:
- Cross: The Hero gains an additional Fight die.
- Amulet: The Hero gains an additional Health box.
- Book: The Hero with the Book wins Fights on a tie. In addition, the Hero may read the Book as a Ranged Attack. Roll a D6 for each Zombie within 2 spaces of the Hero (including the Hero's own space). On a 5+, the Zombie receives a Wound. The Line of Sight rule does NOT need to be observed for this attack. While Father Joseph has the Book, he cannot use its Ranged Attack, but he can destroy Zombies with Holy Fire and cancel Zombie cards on a 3+ (instead of the usual 4+).
If a Hero carrying a Sacred Artifact is killed, the Artifact stays in the space where they died. Any other Hero in that space, or moving through it, may Pick Up the Artifact freely.
- The Heroes win by having the surviving Father Joseph, located in the central space together with all 3 Sacred Artifacts, before Midnight (the end of the Sun Track). The Zombies win if they kill Father Joseph, or if they succeed in preventing the Heroes from completing their objectives (or by the standard Zombie Victory Conditions).
Special Rules
Zombies: Zombie Horde (21), Automatic Zombie Spawning, Heroes Become Zombies
Heroes: Additional Heroes (2), Heroes Replenish Their Ranks, Free Search Tokens, Starting Hero Cards (3), Extra Doors (2), Number Tokens.
Additional Heroes (X)
The translated heading reads "Additional Heroes (X) - XXXXX". "XXXXX" is a placeholder left in the translation and is not reproduced here.
When using the points rating system, the 'Point Cost' of Additional Heroes (X) is 5 Points for using one Additional Hero. This Scenario Special Rule cannot be applied to all Scenarios, so it is better to use it by adding it only to certain Scenarios.
Additional Heroes are, as the name implies, additional Hero characters who are part of the Hero team. Each of these Additional Heroes acts exactly the same as a normal Hero, i.e. this Scenario simply uses 4+X Heroes instead of only 4 Heroes.
Number Tokens
When the Scenario uses the Special Rule "Number Tokens", take the Number tokens marked 1-6, shuffle them, and place them face down in 6 Random Buildings without looking at them (limit 1 token per Building). These tokens apply to the whole Building, not just one particular space in it. A Building with a Number token on it CANNOT be Taken Over (re-roll the die in that case).
A Hero may perform a Search to look at the Number token in the Building in which they are located. The effects of Number tokens that occur at the moment they are revealed must be described for each particular Scenario in which they take part.