Binder Multi Player Rules

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    How to play Earth Reborn with more than two

    players?Earth Reborn can be played with 3 or 4 players in many dif-

    ferent ways. But whether you are playing the SAGS included

    in the original base set, or the 3-4 player tutorial scenarios

    published on the Earth Reborn Ofcial website, or scenarios

    proposed and posted by the community of players (also avail-

    able on ER website), each of these scenarios will be played

    in one of the following game modes described hereafter.

    Each scenario for 3 players or more should always men-

    tion at the beginning which game mode this scenario is using.

    Rules for 3-4 players printed on page 39-40 of the rulebook are

    still valid no matter the game mode used by the scenario. Of

    course, rules only concerning the SAGS mode (such as Mis-

    sion cards) are not to be applied to other non-SAGS scenarios.

    Game ModesVersus Mode

    In Versus mode, each player is totally independent and

    has its own objectives. There is only one winner. In this

    mode, players are usually not helping each other, but

    nothing prevents temporary alliances between players.The SAGS is played in Versus Mode, each player con-

    trolling a squad of mercenaries, meaning each play-

    er can control characters from different factions.

    Cooperative ModeIn Cooperative mode, two or three players (named Coalition

    players) are competing against one player (named the En-

    emy). The Enemy has his own objective. The Coalition play-

    ers have objectives in common. At the end of the scenario it

    is either the Enemy or the Coalition who wins. In this mode,

    the Coalition players are acting as a team and have to helpeach other and discuss strategy in order to defeat the Enemy.

    You can decide to add a Discussion phase after the

    Final-Phase (see the appropriate paragraph here-under).

    Team ModeThis game mode is only available with 4 players. A team of two

    players is opposed to another team of two players. Usually each

    team will control characters from the same faction, but once again

    nothing prevents the scenario from proposing two teams of mer-

    cenaries or traitors, made of characters from different factions.

    Each team has its own objectives to reach.Victory is given to one team or the other; there is no

    single player winning. So players from the same team

    should be acting together to defeat the other team.

    You can decide to add a Discussion phase after the

    Multi-Player Game Modes

    Sequence of play

    Each scenario for 3-4 players should always mention what the

    order of play should be, starting from the player with initiative. It

    can be clockwise, each player playing a round one after the other,

    but sometimes, and most frequently during Cooperative scenari-

    os, the Enemy might be asked to play after each Coalition player.

    Discussion Phase

    For the Cooperative and Team mode, it is allowed and strong-

    ly suggested to introduce a timed Discussion Phase after the

    Final-phase of each turn, if the players feel the need for it.

    You can set the timer to two minutes per team, or more if you feel

    you need additional time to allow for longer tactical discussions.

    Cooperative ModeThe Enemy leaves the table for two min-

    utes. All oalition players remain around the table

    and can discuss strategy with the map in front of

    them and without the sneaking eye of the Enemy.

    Team ModeOne team leaves the table for two minutes. Players fromthe other team get two minutes and remain around the ta-

    ble. Then, switch teams for two more minutes, so that each

    team gets its time in front of the map to discuss strategy.

    Initiative

    In a 3 or 4 player game, the way todetermine who has the

    initiative in each scenario can be

    very different depending on the sce-

    nario. Each scenario should clearly

    mention how the Initiative player

    is determined during the Initiative

    Phase. Once Initiative is given, if

    the scenario uses the Duel rule, then

    any player who doesn't have the

    Initiative marker can ask for a Duel

    for Initiative.

    An Earth Reborn RuleChris Boelingerhttp://earthreborn.ludically.com/

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    Order #

    1 R 2 S 3 I 1 M 1 R = Run

    2 S 2 I 1 R 3 M 1 S = Shoot

    3 S 1 R 4 S 1 R 1 I = Interact

    4 S 2 L 1 R 3 M 1 M = Melee

    5 S 1 I 2 R 2 L 2 L = Looking

    6 L 2 I 1 S 3 R 1

    7 S 1 I 1 L 1 M 4

    8 S 1 I 1 S 1 M 4

    9 L 2 I 2 M 1 R 2

    10 M 1 S 3 R 2 L 1

    11 M 1 I 3 R 1 S 2

    12 S 2 R 2 S 2 M 1

    13 S 3 I 1 L 1 M 2

    14 S 1 I 3 R 2 M 1

    15 R 1 I 1 S 2 M 3

    16 S 1 L 1 S 1 R 417 S 1 I 1 L 4 R 1

    18 S 1 R 3 S 2 M 1

    19 S 1 R 2 R 1 M 3

    20 S 2 I 1 R 2 M 2

    21 S 1 I 4 S 1 R 1

    22 S 2 R 2 S 1 M 2

    23 M 1 I 1 M 1 S 4

    24 S 1 I 3 S 1 M 2

    25 S 1 I 4 R 1 L 1

    26 S 3 I 1 R 1 M 227 R 2 M 3 S 1 L 1

    28 R 1 I 3 S 2 M 1

    29 L 1 I 3 S 2 R 1

    30 S 1 L 2 S 1 M 3

    31 S 2 M 3 R 1 L 1

    32 S 1 I 4 R 1 M 1

    33 L 3 R 1 S 2 M 1

    34 L 3 M 1 S 2 R 1

    35 S 1 M 4 S 1 R 1

    36 R 1 L 1 S 3 M 2

    37 L 3 I 2 S 1 M 1

    38 S 1 I 1 R 3 M 2

    39 S 1 I 1 R 2 R 3

    40 S 2 M 1 R 3 R 1

    41 S 2 I 1 M 1 R 3

    42 R 1 I 2 S 1 L 3

    43 S 3 R 1 R 1 M 2

    44 L 2 M 2 S 1 R 2

    45 L 1 M 1 S 2 R 3

    46 S 1 M 2 R 2 L 2

    47 S 4 M 1 S 1 R 1

    48 S 1 L 1 S 4 M 1

    I II III IV

    The order numbers (I - IV) are taken from

    top (I) clockwise to right (II), bottom (III)

    and left (IV)

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    Mode : CooperativeNumber of players : 3 or 4

    The story

    July 2nd, 505 p.a.

    After NORAD troops had invaded Salems Town Hall, Jessica

    Hollister discovered that Cherokee Bill was a traitor. She man-

    aged to capture him before he could leave with the enemy. Bill

    is now locked up in a high-security detention facility, restored

    by the Salemites from a former federal prison. His working with

    NORAD for many years has made him a potentially invaluable

    source of information. And now, two days after NORADs assault

    on the Town Hall, Cherokee Bill is about to discover rst hand

    the Salemites interrogation techniques.

    Meanwhile, NORAD dispatches a commando team to rescue

    Cherokee Bill before the Salemites have a chance to torture him

    and extract dangerous information out of him. The soldiers make

    a surprise attack using the Drillers to inltrate the prison from

    the inside. Once inside, they need to locate Cherokee Bills cell.

    The task is made more difcult by the fact that many of the prison

    cells are infested with zombies. The commando teams priority is

    to retrieve Cherokee Bill safely and bring him back to NORADHigh Command where he will be protected and debriefed on Sa-

    lemite intelligence.

    Scenario SetupBuild the map using the frame as shown on the picture. Carefully

    choose the doors according to their characteristics (Sliding vs.

    Wooden, number of hits in the icon, magnetic card) and place

    them between the proper squares, as shown on the map.

    Cooperative ModeOne player controls the Salemites and is the Enemy.

    The others players are Coalition Players and each one of themcontrol one NORAD character. These are the NORAD Players.

    InitiativeThe Salemite Player has the Initiative during each Initiative

    Phase.

    Sequence of PlayThe Salemite Player plays after each NORAD Player.

    NORAD ForcesEach NORAD Player chooses one NORAD char-

    acter amongst: Nick Bolter, Lt Vasquez and James

    Woo. If the players cant agree, randomly distribute

    those characters to each player.

    In a three player game, one of those three characters will not be

    i l

    During each Initiative Phase, each NORAD Player receives a

    base CP allowance depending on the character he chose (see the

    base CP allowance icons shown at the bottom right corner ofeach NORAD character card represented hereunder).

    Cherokee Bill is locked inside one of the cells at the start of the

    scenario, so no player controls him.

    Salemites ForcesThe Salemite Player controls: Jeff Deeler, Jessica

    Hollister, Jack Saw and both zombies.

    3 Player Game: The Salemite players

    base CP allowance is 10 CP

    4 Player Game: The Salemite players base CP allow-

    ance is 15 CP

    Deployment

    Place a Magnetic Card marker in the kitchen on the square indi-

    cated on the map.

    Take the 3 Salemite character markers: Cherokee Bill, Zombie 1and Zombie 2. Shufe them face down without anybody know-

    ing the identity of each marker. Place each of these markers in

    each bedroom, one marker per bedroom and on each pillow (see

    the map) These bedrooms will be called Cells later on

    http://earthreborn.ludically.com/

    Chris Boelinger

    3-4 Players Tutorial - Scenario 1

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    SalemitesThe Salemite Player directly places the miniatures: Jessica Hol-

    lister in the Refectory, Jack Saw on any valid square of his choice

    in the Gym, Jeff Deeler in the toilets (see map). The Salemite

    Player chooses their orientations.

    NORADEach NORAD Player directly places his miniature on one of

    the Driller squares. There can only be one miniature per Driller.

    Each player chooses the orientation of his miniature. One or two

    Drillers remain unoccupied depending on the number of play-

    ers.

    Special Rules

    CellsAs soon as a door or wall leading to one of the three cells is

    opened or destroyed, the Salemite marker located in this cell is

    revealed and replaced by the corresponding miniature.

    Cherokee BillWhen the Cherokee Bill marker is re-

    vealed, it is replaced by the correspond-

    ing miniature, and any NORAD Player,

    during his activation round, can now

    activate Cherokee Bill instead of his

    own character. In this case, this player

    will spend his own CP on Cherokee

    Bills order tiles, taking those CP from

    behind his screen. When the marker is

    revealed, one of the NORAD Players

    chooses Cherokee Bills orientation.

    Cherokee Bill has a max. CP value of 6 CP per turn. Those CP

    can be spent by the same player or different NORAD Players

    during successive rounds. The Salemite Player can never acti-

    vate Cherokee Bill.

    ZombiesWhen a Zombie marker is re-

    vealed, replace it with the cor-

    responding miniature and the

    Salemite Player can now acti-

    vate this character during one

    of his activation rounds. This

    Zombie must be taken into ac-count for the rule concerning

    activating engaged and non-

    engaged characters.

    Scenario LengthThe scenario ends when the Enemy or the Coalition have reached

    their victory conditions.

    Victory ConditionsThe Salemite Player wins as soon as he has killed Cherokee

    Bill.

    The Coalition win as soon as Cherokee Bill enters one outsidesquare.Outside Squares: any square with grass (this scenario map has 7

    outside squares)

    3-4 Players Tutorial - Scenario 1

    8

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    Mode : CooperativeNumber of Players : 4

    The story

    July 2nd, 505 p.a.

    After NORAD troops had invaded Salems Town Hall, Jessica

    Hollister discovered that Cherokee Bill was a traitor. She man-

    aged to capture him before he could leave with the enemy. Bill

    is now locked up in a high-security detention facility, restored

    by the Salemites from a former federal prison. His working withNORAD for many years has made him a potentially invaluable

    source of information. And now, two days after NORADs assault

    on the Town Hall, Cherokee Bill is about to discover rst hand

    the Salemites interrogation techniques.

    Meanwhile, NORAD dispatches a commando team to rescue

    Cherokee Bill before the Salemites have a chance to torture him

    and extract dangerous information out of him . The soldiers

    make a surprise attack using the Drillers to inltrate the prison

    from the inside. Once inside, they need to locate Cherokee Bills

    cell. The task is made more difcult by the fact that many of the

    prison cells are infested with zombies. The commando teams

    priority is to retrieve Cherokee Bill safely and bring him back

    to NORAD High Command where he will be protected and de-

    briefed on Salemite intelligence.

    Cooperative ModeOne player controls the Salemites and is the Enemy.

    The others players are Coalition Players and each one of them

    control one NORAD character. These are the NORAD Players.

    Setting Up the Scenario - Mini SAGSBuild the frame and the Prisons exit as represented

    on Pictire 1.

    Each player takes the oor tiles he is entitled (refer to

    Picture 2) and places them in front of him. This is his Reserve.

    The Salemite Player starts and places the Refectory, The Gym,

    the Toilets and the Kitchen. Each of these four rooms must touch

    one different side of the frame and cannot be touching each other

    (See Picture 3).

    Then, in a clockwise order, each NORAD Player places his

    Driller face down in contact with one of the four rooms initially

    placed by the Salemite Player. Each Driller must be in contact

    with a different room (see Picture 4). Face down Drillers do not

    need to justify access to any squares when they are placed. Also,those face down tiles do not provide access to any square from

    adjacent tiles during the boards construction. Consider face

    down Driller tiles as if they were surrounded with four walls.

    Now, taking turns, each player must place the biggest tile in

    his reserve (the size is counted in number of squares) so that

    it touches one side of the frame or any room already placed.When placing a new tile, make sure that access is possible from

    the frame to all squares of the new oor tile, without breaking a

    wall. There should never be any squares that are unreachable.

    The Salemite Player places the rst oor tile. Then the plac-

    ing sequence is : NORAD Player 1, Salemite Player, NORAD

    Player 2, Salemite Player , NORAD Player 3, Salemite Player,

    NORAD Player 1, Salemite Player...etc...

    Players keep on placing oor tiles this way from their reserve

    until the frame is full and there are no empty squares left. If a

    player cannot place the biggest oor tile in his reserve without

    blocking access to some squares, then he must choose a smaller

    tile.

    Door PlacementThe Salemite Player takes the 24 doors available. He chooses 6

    of them that he removes from the game. He can place the 16 re-

    maining doors respecting the door placement rule explained on

    page 36 of the rulebook. He doesnt have to place all of the 16

    doors. He cannot place doors outside of the frame, for example

    on the corridors leading outside the prison.

    InitiativeThe Salemite Player has the Initiative during each Initia-tive Phase.

    Sequence of PlayThe Salemite Player plays after each NORAD Player.

    NORAD ForcesEach NORAD Player chooses one NORAD

    character amongst: Nick Bolter, Lt Vasquez and

    James Woo.

    If the players cant agree, randomly distribute

    those characters to each player.

    During each Initiative Phase, each NORAD Player receives a

    base CP allowance depending on the character he chose (see the

    base CP allowance icons shown at the bottom right corner of

    each NORAD character card represented on the next page).

    Cherokee Bill is locked inside one of the cells at the start of the

    scenario, so no player controls him.

    http://earthreborn.ludically.com/

    Chris Boelinger

    3-4PLayers Tutorial - Scenario 1-B

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    Salemites ForcesThe Salemite Player controls: Jeff Deeler, Jessica

    Hollister, Jack Saw and both zombies.

    3 Player Game: The Salemite players

    base CP allowance is 10 CP

    4 Player Game: The Salemite players base CP allow-

    ance is 15 CP

    Deployment

    The Salemite Player places a Magnetic

    Card marker in the kitchen on any valid square of his choice.

    Take the 3 Salemite character markers: Cherokee Bill, Zombie 1

    and Zombie 2. Shufe them face down without anybody know-

    ing the nature of each marker. Place each of these markers in

    each bedroom, one marker per bedroom and on each pillow (see

    the map). These bedrooms will be called Cells later on.

    SalemiteThe Salemite Player directly places the miniatures: Jessica Hol-

    lister in the Refectory, Jack Saw in the Gym, Jeff Deeler in the

    toilets, still on valid squares. He also chooses their orientations.

    NORADEach NORAD Player directly places his miniature on one of the

    Driller. There can only be one miniature per Driller. Once the

    three miniatures are placed, each Driller is turned face up by the

    player controling the miniature on it. Each NORAD player then

    chooses the orientation of the Driller his miniature is standing

    in as well as the square on which the miniature is placed and itsorientation.

    3-4 Players Tutorial - Scenario 1-B

    Special Rules

    CellsAs soon as a door or wall leading to one of the three cells isopened or broken, the Salemite marker located in this cell is re-

    vealed and replaced by the corresponding miniature.

    Cherokee BillWhen the Cherokee Bill marker is re-

    vealed, it is replaced by the correspond-

    ing miniature, and any NORAD Player,

    during his activation round, can now ac-

    tivate Cherokee Bill instead of his own

    character. In this case, this player will

    spend his own CP on Cherokee Bills or-

    der tiles, taking those CP from behind hisscreen. When the marker is revealed, one

    of the NORAD Players chooses Chero-

    kee Bills orientation.

    Cherokee Bill has a max. CP value of 6 CP per turn. Those CP

    can be spent by the same player or different NORAD Players

    during successive rounds. The Salemite Player can never acti-

    vate Cherokee Bill.

    ZombiesWhen a Zombie marker is re-

    vealed, replace it with the corre-sponding miniature and the Sa-

    lemite Player can now activate

    this character during one of his

    activation rounds. This Zombie

    must be taken into account for

    the rule concerning activating

    engaged and non-engaged char-

    acters.

    Scenario LengthThe scenario ends when the Enemy or the Coalition have reached

    their victory conditions.

    Victory ConditionsThe Enemy wins as soon as he has killed Cherokee Bill.

    The Coalition wins as soon as Cherokee Bill enters one outside

    square.

    Outside Squares: any square with grass (this scenario map has 7

    outside squares)

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    NORAD

    Player ANORAD

    Player C

    NORAD

    Player B

    Salemite Player

    8

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    Mode : TeamNumber of players : 4

    The story...

    August 1st, 505 p.a.NORAD is about to engage in a pillage mission on a Salemite

    storage facility. The Drillers are set to come out of the ground

    directly inside the building in a surprise attack. This time, how-

    ever, Salemite intelligence is ahead of NORAD. Jessica Hollisterknows the planned date of the attack against the facility. A few

    days before, she orders the relocation of all its contents to Little

    Salem, a small restored village under Salemite control located a

    hundred kilometers away. Then, she spreads a ammable liquid

    throughout the entire building. Once the enemy has entered the

    facility, she intends on setting the building aame and prevent-

    ing their escape.

    On the evening of the expected attack, the Salemites are ready

    to properly welcome the NORAD commando team. The Drillers

    make their entry with a deafening roar. The NORAD soldiers

    come out. To their surprise, the building looks completely empty.

    Suddenly they hear an explosion and the crackling of ames.

    One of the soldiers tries to open a door but the exit is blocked

    by ames. The re is spreading rapidly. They have fallen into a

    trap! They must nd an exit quickly before they become com-

    pletely trapped in ames, hoping they do not encounter enemy

    resistance on the way

    Scenario SetupBuild the map carefully following the picture.

    Team ModeTwo players control the Salemites, the two other players control

    one NORAD character each. Both players from the same teammust sit at diagonally opposite seats.

    InitiativeThe NORAD player controling James Woo receives the

    Initiative for the rst turn. On the second turn, the Salemite

    player to his left gets the Initiative marker. And so one, in

    a clockwise order each new Initiative Phase. When a Salemite

    player has the Initiative any NORAD player can ask for a Duel.

    When a NORAD player has the Initiative any Salemite player

    can ask for Initiative.

    Sequence of PlayThe player holding the Initiative marker plays rst then playerstake rounds in a clockwise order.

    NORAD ForcesEach NORAD Player chooses one NORAD char-

    acter amongst:

    - Lt Vasquez

    - James Woo

    If the players cant agree, randomly distribute those characters

    to each player.

    During each Initiative Phase, each NORAD player receives a

    base CP allowance of 8 CP.

    Salemite ForcesOne Salemite Player controls Jeff Deeler equipped

    with a Magnetic Card and Jack Saw.

    The other Salemite Player controls Jessica Hol-lister equipped with a Magnetic Card marker,

    Zombie 1 and Zombie 2.

    Each Salemite Player receives a base CP allowance of 8 CP dur-

    ing each Initiative Phase.

    http://earthreborn.ludically.com/

    Trapped in Flames

    Chris Boelinger

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    Deployment

    SalemitesEach Salemite Player places the miniatures he controls on the

    squares shown on the map and chooses their orientations.

    NORADStarting with the player controlling Vasquez, each NORAD

    player places the miniature he controls on a Driller square. Each

    NORAD character must be placed on a different Driller.

    Special Rules

    Starting the FireAny Salemite Player can start the re for the

    rst time and only once per game. To do this

    he must spend one CP that goes to the bank, so it is not attached

    to any of the characters he controls. Then he places a oor

    destroyed marker (called Fire marker) on the oor tile of his

    choice, but not in the center square where the Drillers emerged

    (see pictures below). This can be done in addition to any of the

    actions this player could do this round.

    Spreading the freAny Salemite Player can spread the re once

    during his round.

    He spends 1 CP to the bank, and places a Fire marker on a oor

    tile of his choice adjacent to any oor tile already in ame

    (meaning already having a Fire marker). Two oor tiles are not

    considered adjacent if they are separated by a closed door or a

    wall.

    Instead of spreading the re, for 1 CP to the bank, any Salemite

    Player can break one door connected to a oor tile under re.

    Remove the door from the map.This can be done in addition to any of the actions this player

    could do this round but you cannot spread re in the same round

    you are starting the re.

    Fire effectsWhen a Fire marker is placed on a oor tile occupied by min-

    iatures, each corresponding character receives one wound, no

    matter his faction.

    When a moving character enters a oor tile with a Fire marker

    while coming from a tile without a Fire marker, he receives two

    wounds.

    During the Final Phase, each character standing on a

    oor tile with a Fire marker receives two wounds.

    Scenario LenghtThe scenario ends when there are no more NORAD charac-

    ters alive on the map either because they escaped or they were

    killed.

    Victory Conditions- The Salemite Players win if both Norad characters are dead.

    - The Norad Players win if both NORAD characters exit the map

    from any side, passing the red line on the frame. They can also

    exit the map by entering any virtual square on the scoring / time

    track.

    - Any other situation is a draw.

    Designer NoteBe careful to use the new Duel rule to its full potential, since it

    is vital for this scenario. For this reason it is yet a very effective

    way of learning how important the Duel rule might be in certain

    situations.

    This scenario is one of the fastest to date and can end very

    quickly. Sometimes in two turns or even less, depending on the

    strategies and mistakes made by each side. So you might feel

    frustrated because it could seem to you that building the map

    was longer than the game play. And youll probably be right on

    this one.

    What I strongly suggest is to play this scenario twice or threetimes in a row, using the map as it is already in place. Both teams

    of players switch factions between each game. The rst team to

    win two games out of three is the winner.

    This way your total game play should average between 40 min-

    utes to one hour and a half.

    Trapped in Flames

    Chris Boelinger

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    http://earthreborn.ludically.com/

    Trapped in Flames

    Chris Boelinger

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    Mode : CooperativeNumber of players : 4

    The story...

    August 14, 505 p.a.

    Jeff Deeler has spent most of his life studying zombie psychol-

    ogy and behaviors. No one in the world is more qualied than

    he is on this subject, and in fact, if he chose, could easily live

    among zombies and not stand out. In recent years, his researchhas focused on the development of zombie sexuality and repro-

    duction, practices which zombies are currently unable to engage

    in. Working in collaboration with Professor Kendall, Deeler is

    developing a drug designed to stimulate the zombies sexual im-

    pulses and reactivate their reproductive functions. After almost

    ten years of experimentation, some spectacular failuressuch

    as zombies devouring each otherand some false hopes, the

    rst female zombie is successfully impregnated during the sum-

    mer of year 505 !

    When NORAD intelligence nds out, the vision of a world per-

    verted by reproducing zombies is too much to bear for the High

    Command and soon the order comes down to eliminate the zom-

    bie couple. The mad scientist responsible for this abomination isdesignated as a secondary target. Future generations must not,

    under any circumstances, be made to live in a world populated

    with reproducing zombies.

    Scenario SetupBuild the map carefully following the picture.

    Cooperative ModeOne player controls the Salemites and is the Enemy.

    The others players are Coalition Players and each one of them

    control one NORAD character. These are the NORAD Players.

    InitiativeThe NORAD players decide which one of them gets the

    Initiative during each Initiative Phase. If they cant reach

    an agreement, then it is the player who controls Nick Bolter to

    decide which NORAD player has the initiative. Then, only the

    Salemite Player can ask for a Duel for Initiative.

    Sequence of PlayThe Salemite Player plays after each NORAD Player.

    NORAD ForcesEach NORAD Player chooses one NORAD char-

    acter amongst:

    - Nick Bolter equipped with Heavy Bolter

    - Lt Vasquez equipped with Sniper Rie

    - James Woo equipped with Heavy Machine Gun

    If the players cant agree, randomly distribute those characters

    to each player.

    During each Initiative Phase,

    each NORAD player receives a

    base CP allowance of 8 CP.

    Salemite ForcesThe Salemite Player controls Jeff Deeler equipped

    with U43 SMG, Jack Saw, Mister and Miss Zom-

    bie.

    The Salemite Player receives a base CP allowance of 20

    CP during each Initiative Phase.

    DeploymentPlace a magnetic card marker in the central bedroom as indi-

    cated on the map.

    SalemitesThe Salemite Player takes the four character markers :

    Jeff Deeler, Jack Saw, Zombie 1 and Zombie 2 as well as the four

    Decoy Salemite markers. He places these 8 markers behind his

    screen. Then he must place these 8 markers face down, on valid

    squares, in the four rooms showing Salemite markers (see map).

    Two markers in the infrmary, two markers in the patient room,two markers in the Kitchen, and one marker in each of the two

    bedrooms indicated. He is totally free to choose how he wants to

    distribute his characters and decoys amongts those rooms.

    During the game, he is the only one allowed to look at any Sa-

    http://earthreborn.ludically.com/3-4 Players Tutorial - Scenario 3

    Chris Boelinger

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    placed by the corresponding

    miniatures at the start of the

    scenario. The Salemite Play-

    er only plays with face down markers at

    the beginning of this scenario (see the

    Special rules section). Thus he doesnt

    use any character cards at the start.

    NORADOnce the Salemite Player has placed his 8 markers, each NO-

    RAD Player places his miniature directly on any outside square

    and chooses his orientation.

    Special Rules

    Reinforced WallsWalls cannot be destroyed in this scenario.

    Moving Salemite markersWhen the Salemite is the Active Player, he can decide

    to activate one of his already revealed characters (repre-

    sented by a miniature, using the corresponding character card

    and following the usual rules) or he can move a face down Sa-

    lemite marker. If he decides to move a marker, he pays 2 CP to

    the bank and can move a marker 5 squares. Then it is the end

    of his activation round. The marker can open any door not dis-

    playing a magnetic card icon for one movement point. The same

    marker can be moved more then once during the same turn, but

    only once per activation round.

    These CP spent are not accounted for the maximum CP per turn

    this character can use, once revealed.

    The Salemite markers can only move and open doors (not bear-

    ing the Magnetic card icon), they cannot engage in close combat

    or attack oor elements or doors.

    Reveal Salemite markersIf, during a SALEMITE face down markers movement,

    enters the LoS of one or more NORAD characters, the

    marker is revealed.

    If it is a Decoy, remove it from the game, and this is the end of

    the round for the Active Player.

    If it i S l it Ch t th k f th b d

    and replace it with the corresponding miniature. The Salemite

    Player chooses the orientation of his miniature, and the NORAD

    Player(s) having a LoS to this Salemite miniature can ask for a

    Duel. Whether this Duel occurs or not, the Salemite Player will

    end his move with a maximum of 5 squares.

    During a NORAD characters movement, if this character gets

    LoS to a Salemite face down marker, the marker is revealed. If

    it is a Decoy, remove it from the game. If it is a Salemite Char-

    acter, remove the marker and replace it with the corresponding

    miniature. The Salemite player chooses the orientation and he

    can ask for a Duel.

    Choosing to reveal a markerThe Salemite Player can decide to reveal a marker even

    though it is not in the LoS of a NORAD character (for

    example to attack a Magnetic card door). This will cost the Sa-

    lemite player a full round of activation. He reveals the marker,replaces it with the corresponding miniature, and chooses its ori-

    entation.

    Play with revealed Salemite charactersWhen a Salemite marker is revealed and replaced by a miniature,

    the Salemite Player takes the coresponding character card and

    places it in front of him. Starting on his next activation round, he

    will be able to play this character following the normal activa-

    tion rules, attaching order tiles to this character card. Note, he

    must also respect the rule concerning engaged and non engaged

    characters for all characters he controls which are represented

    by miniatures. The face down markers do not count towards theengaged and non-engaged character rule.

    Scenario LenghtThe scenario ends as soon as the Enemy or the Coalition has

    earned 2 Victory Points.

    Victory Conditions- The Salemite Player earns 2 VP if Miss Zombie reaches any

    outside square.

    - The Salemite Player earns 1 VP if Mister Zombie reaches any

    outside square.

    - The Salemite Player earns 1 VP if Jeff Deeler reaches any out-side square.

    - The Coalition Players earn 2 VP if

    Miss Zombie is killed

    - The Coalition Players earn 1 VP if

    Mister Zombie is killed

    - The Coalition Players earn 1VP

    if Jeff Deeler is killed

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    Mode : TeamNumber of Players : 4

    The story ...

    February 21st, 505 P.A.

    NORAD discovers an old missile base dating back from before

    the Apocalypse. The base is located in South Dakota, outside of

    Salemite control for now, although their westward expansion is

    becoming an ever-increasing threat. The nuclear missiles seem-ingly failed to launch on A-day, probably due to some kind of

    malfunction. Although NORAD is determined not to repeat their

    ancestors mistake with these weapons, they cannot ignore the

    growing Salemite threat and the increasing prospect of a zombie-

    populated world. The NORAD High Command decides to repair

    the installation and get the missile silos back in working order, a

    challenging task after ve centuries without maintenance. It will

    take six months for Alpha Base, as it is now called, to become

    operational. The staff is to keep the missiles in a constant state

    of readiness but no launch is to occur without a direct order from

    NORAD High Command.

    September 3rd, 505 P.A.

    Two weeks ago, Salemite intelligence learned of Alpha bases ex-

    istence and function as a former launch base for nuclear missiles.

    Since the Salemites started spying on the base, reports mention

    a high level of activity on the site, including large-scale repairs

    and a continuous NORAD presence. However, the missiles state

    of readiness remains unknown. Regardless, the Salemites decide

    to dispatch a commando mission to locate the missile room and,

    if possible, active the launch sequence with NORAD City as the

    target. The solution is shockingly radical but the Salemites are

    fearless when making these types of decisions. In the best case

    scenario, the genocide of the NORAD faction will provide themwith a fresh supply of cadavers with which they will be able to

    produce new zombie slaves. And their supremacy over the conti-

    nent will be nearly impossible to challenge.

    The NORAD High Command might very well regret their deci-

    sion to restore the Apocalypse weapons they unwittingly inher-

    ited from their ancestors.

    Setting Up the ScenarioBuild the board respecting all elements shown on the map.

    Dont forget to place a magnetic card marker in the ofce (see

    map).

    Team ModeTwo players control Salemite characters, the two other players

    control NORAD characters.

    Both players from the same team must sit at diagonally opposite

    seats.

    InitiativeThe Salemite Player controling Jessica Hollister has the

    Initiative marker during each Initiative Phase.

    Sequence of PlayThe player with the Initiative marker plays rst then each player

    takes his round of activation in a clockwise order.

    NORAD ForcesNORAD - Player A controls :

    - Nick Bolter equipped with Grenades, Infrared

    Goggles, U43 SMG and a Magnetic Card.

    - Cherokee Bill equipped with Mines.

    NORAD - Player B controls :

    - Lt. Vasquez equipped with Kevlar Armor, Rie w Bayonet,

    Targeting Lens, Morphine and a Magnetic Card.- James Woo equipped with M7 Colt, Medical Kit, Mines and a

    Magnetic Card.

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    Each NORAD Player receives a base CP allowance of

    10 CP during each Initiative Phase.

    Salemite ForcesThe Salemite Player A controls :

    - Jessica Hollister equipped with Kevlar Armor, Knife,

    Shotgun, Medical Kit.

    - Professor Kendall equipped with the Deadly Virus,

    Gas Mask, Toxic Gas Capsule, Zombie Serum.

    The Salemite Player B controls :

    - Jeff Deeler equipped with a Power Fist, Toxic Gas Capsule,

    Gas Mask.

    - Franck Einstein equipped with Smoke Grenades and a Mag-

    netic Disrupter.

    Each Salemite Player receives a base CP allowance of

    10 CP during each Initiative Phase.

    Deployment

    NORAD Players

    The NORAD players deploy rst. Both Salemite Players mustleave the table for about ve minutes. Meanwhile, both NORAD

    players are discussing strategies and placing face down the 3

    markers representing the characters they control, as well as 4

    Decoy markers on any square of their choice outside the red

    highlighted zone (see picture on next column). Cherokee Bills

    miniature is directly placed on the map (still outside of the red

    zone). Only one face down marker must be placed in one of the

    two bedroom to the players choice. No other marker or minia-

    ture can be placed in the red zone.

    Salemite PlayersWhen the NORAD players are nished with their deployment,

    the Salemites players come back around the table and directlyplace their miniatures on any marked squares of the D and E+

    rulers (see image on next column).

    Then reveal all NORAD markers and replace with the corre-

    sponding miniatures Remove the Decoy markers

    3-4 Players Tutorial - Scenario 4

    Special Rules

    - Placing mines in the Missile Room is forbidden.

    - If both players from the same team are occupying the Com-

    mand Post they can decide to split the two extra CP any way they

    want between them.

    Scenario LengthThe scenario ends at the end of the 6th turn unless a team has

    reached his victory conditions before that.

    Victory ConditionsThe Salemite Team wins if they successfully launch the Missiles

    before the end of the 6th turn.

    The NORAD Team wins if the Missiles are not launched or if

    there are no more Salemite characters on the map.

    If a player destroys the Missiles in the Missile Room, his team

    loses immediately.

    Initial Deployment Picture

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    3-4 Players Tutorial - Scenario 4

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    Mode : VersusNumber of players : 3 or 4

    The story...

    October 4, 505 p.a.

    A little more than two months after the failed pillage opera-

    tion of August 1st, 505, NORAD nally discovers where the Sa-

    lemites transferred their stocks. Little Salem is a tiny village,

    almost completely restored and fortied. It contains stockpiles of

    weapons, technological items and pre-apocalyptic archeologi-cal relics.

    Given the failure of the Driller invasion two months earlier,

    NORAD plans a stealth inltration this time. Enter the storage

    facilities as discreetly as possible, pillage all that can be taken,

    and get out quickly with no loss of human life and no shots red.

    Easier said than done. Once in the eld, the commando team

    realizes that the village contains many more storage facilities

    than they had expected and that each one of them is locked with

    Magnetic card doors. The rst phase of the missionenter the

    facilities discreetlyis already looking like an insurmountable

    challenge

    Scenario SetupCarefully build the map following the picture.

    Take James Woo and Vasquez character markers and shufe

    them face down. Each Salemite Player randomly draws one such

    marker, looks at it secretly and places it behind his screen (face

    down is preferable). These markers indicate which NORAD

    character each Salemite Player must kill.

    Versus ModeNo matter the number of players, two players always take con-

    trol of the Salemite forces.

    Three player: only one player controls James Woo andVasquez.

    Four players: one NORAD Player controls James Woo, the

    other NORAD Player controls Vasquez.

    InitiativeFor the rst turn, Initiative is randomly given to any

    NORAD Player. During each Final Phase, the Initiative

    marker is passed to the player on the left, no matter if this one is

    NORAD or Salemite (we call this a Clockwise Initiative). Any

    player who doesnt have the Initiative marker can claim a Duel

    at the end of the Initiative Phase.

    Sequence of PlayThe player holding the Initiative marker plays rst, then each

    player takes his round of activation in a clockwise order.

    NORAD ForcesWith three players, only one NORAD Player

    controls James Woo and Lt Vasquez.

    With three players : During each Initiative Phase, the

    NORAD Player receives a base CP allowance of 15

    CP to activate both characters he controls.

    With four players each NORAD Player chooses one NORAD

    character amongst:- Lt Vasquez equiped with a knife

    - James Woo equiped with a shotgun

    If players cannot agree, randomly distribute those two charac-

    ters.

    With four players : During each Inititive Phase, each

    NORAD player receives a base CP allowance of 10

    CP.

    Salemites ForcesThe Salemite Player A controls: Jack Saw and

    Jessica Hollister. He receives one Magnetic card

    marker that he attaches to the character of hischoice.

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    Salemite Player A

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    The Salemite Player B controls : Franck Einstein and Jeff Deel-

    er. He also receives one Magnetic card marker that he attaches to

    the character of his choice.

    Each Salemite Player receives a base CP allowance of

    10 CP each Initiative Phase no matter the number of

    players involved in the game.

    Deployment

    Place a Magnetic card marker in the Refectory on the squareindicated on the map.

    Salemite PlayerEach Salemite Player takes the two character markers corre-

    sponding to the characters he controls plus two Decoy markers,

    and places those four markers behind his screen. Taking turns,

    each Salemite Player chooses a marker behind his screen and

    places it face down on any valid inside square.

    There can be more than one Salemite marker in the same room

    tile, but only one marker per square. Both Salemite Players al-

    ternate their placing until all eight markers are face down on the

    map. Those markers will be revealed and replaced with mini-

    tures after the NORAD players have deployed.

    NORADOnce the Salemite Players have placed their eight markers, each

    NORAD player directly places the miniatures he controls on any

    valid outside square and chooses its orientation.

    Special Rules

    Exit the mapNORAD Characters cannot exit the map unless they justify that

    they are carrying the required number of Search Points (SP)mentioned in the Victory Conditions.

    3-4 PLayers Tutorial - Scenario 5

    Salemite Player B

    Salemite Player B

    Salemite Player A

    Scenario LengthThe scenario ends when one player has reached his Victory Con-

    ditions.

    Victory ConditionsIf Vasquez dies, the Salemite Player holding the character mark-

    er representing her immediatly wins the scenario.

    If James Woo dies, the Salemite Player holding the character

    marker representing him immediatly wins the scenario.

    With 3 players: If the NORAD player successfully has one or

    two of the characters he controls exiting the map from any side

    while carrying at least 10 SP together, he wins immediately.

    With 4 players: The rst NORAD player to exit the map with

    the character he controls while carrying 7SP is the winner.

    Note : Search Points orSP are represented bythis icon on each equipment card carried. Pay

    attention not to exceed your Weight Limit. In this

    scenario, the weight of each equipment is an im-

    portant factor.

    Agent James Woo

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    Mode : TeamNumber of Players : 4

    The story...

    January 12th, 506 P.A.

    The Salemites capture a lone traveler in Nebraska and bring him

    back to Little Salem, thinking that he is from the NORAD fac-

    tion. The man stays silent during the entire return trip, declining

    to answer any questions even under threat. Surely, the torture

    specialists in Little Salem will nd a way to get information outof him.

    After almost a month of gruesome treatment, the poor man

    reaches his limit and nally starts to talk. He claims to belong to

    a nomadic people, descendants of rebels who escaped from an

    underground city almost half a century ago. He grew tired of the

    boring everyday life inside his small closed-in community. The

    Nomads, as they call themselves, prefer to keep to themselves

    and have no desire to explore the uncharted lands around them.

    So the man decided to leave, despite the communitys strong op-

    position, and go on a quest to discover what was left of human-

    ity, risking being considered a traitor by his own people.

    Under torture, the man reluctantly points out his peoples cur-rent location on a map, somewhere in the state of Wyoming. The

    location he pointed out is the last known location where the drill-

    ers, that were stolen 50 years ago, emerged. A few days later, he

    nally succumbs to the horrifying, unrelenting treatment.

    The Salemites dispatch a commando team to the designated lo-

    cation in order to assess their strategic options.

    March 4th, 506 P.A.

    After an almost two-week journey to the camp, the Salemites

    nally approach the targeted location, unaware of the two NO-

    RAD spy scouts who have been following them ever since they

    entered NORAD territory. The stealthy duo is none other than

    Nick Bolter and James Woo observing them from afar, hiddenin trees.

    The camp, recently abandoned, has been set up in the middle of

    a village in ruins. Only one building seems to have been main-

    tained in good shape. Its roof is covered with numerous anten-

    nae, haphazardly patched up and hacked together. In the middle

    of the ruins sit ve mechanical drillers, which seem to have

    emerged from the ground right there and have been abandoned

    on the spot. Despite their advanced state of rust and degrada-

    tion, Woo recognizes the old Mechanical Driller models that

    were stolen by NORAD rebels almost 50 years ago. While the

    Salemites are in the lone building, Nick informs NORAD HighCommand of their discovery and stands by for orders. He sends

    James Woo on a stealth reconnaissance mission to more closely

    examine the Drillers.

    After examination, James conrms that the NORAD Rebels, if it

    is them, left less than 24 hours ago according to the tracks on

    the ground. His assessment is that the NORAD Rebels were able

    to keep some drillers operating, but suspects that some of them

    were booby-trapped before the rebels left.

    During this time, the Salemite team had secured the building

    and red up the generator. To their surprise, they discovered the

    radio communication room to be operational. They start scan-

    ning radio frequencies and stumble upon the frequency used by

    Nick Bolter. They can hear his entire conversation with HighCommand, as well as the information relayed by James Woo re-

    garding the drillers. They also hear the orders given by NORAD

    High Command: Colonel Bolter, there are two of you! You are

    to do whatever is necessary to leave with two Drillers and at all

    cost prevent the Salemites from retrieving any of the Drillers.

    It would give them unprecedented access to some of our most

    important technology, clearly an unacceptable outcome. We will

    track the Nomads later. Good luck!

    Emboldened with this crucial information, the Salemites bolt out

    of the building to take control of the working drillers before the

    NORAD soldiers have a chance to. But they must work out whichones are operational and which ones are booby trapped with

    mines. Fortunatly, there is a cemetery in the camp; it should

    provide them with an ideal supply of freshly reanimated bodies

    to experiment with potentially explosive Mechanical Drillers...

    Team ModeTwo players control the Salemite and act as a team. Salemite

    Player A and Salemite Player B.

    The two other players each control one NORAD character and

    also act as a team. NORAD Player A and NORAD Player B.

    Both players from the same team must sit at diagonally opposite

    seats.

    Setting Up the ScenarioTo play this scenario you must rst print and prepare the ve

    External Driller tiles provided in the corresponding PDF down-

    loadable les. Build the board following the map. Pay attention

    to correctly place the ve External Drillers respecting the letter

    references on each tile as well as their orientation.

    Take ve destroyed markers. Two of these must show an emp-

    ty grave icon on the other side, the three others must present a

    mine on the other side. Shufe these markers face down and

    place them without looking at them, on each square indicated on

    the map. No player is allowed to know the nature of any of those

    markers at the start of the game.Take the character markers of James Woo and Nick Bolter and

    shufe them face down. A Salemite player draws one of the

    two face down markers, looks at it and shows it to his team-

    mate then places it face down behind the screen of any Salemite

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    3-4 Players Tutorial - Scenario 6

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    the game without looking at it. The NORAD marker behind the

    Salemite screen represents the principal target of the Salemites

    team (see Victory Conditions).

    Take the character markers of Jessica Hollister, Pr Kendall, Jeff

    Deeler and shufe them face down. A NORAD player draws

    one of the three face down markers, looks at it and shows it to

    his team-mate, then places it face down behind the screen of any

    NORAD player. The two other Salemite character markers are

    removed from the game without looking at them. The Salemite

    marker behind the NORAD screen represents the principal tar-get of the NORAD team (see Victory Conditions).

    InitiativeThe Salemite Player B always gets the initiative during each

    Initiative Phase. Any player can claim a Duel for Initiative.

    Sequence of PlayThe player with the Inititive plays rst then each player takes his

    round of activation in a clockwise order.

    NORAD ForcesNORAD Player A controls:

    - Nick Bolter equipped with a Heavy Machine Gun

    and a Radio Scrambler.

    The NORAD Player A base

    CP allowance is 5 CP.

    NORAD Player B con-

    trols:

    - James Woo equipped with

    a Technical Toolbox and aRie with Bayonet.

    The NORAD Player B base

    CP allowance is 5 CP.

    The NORAD Team

    starts the game with 10 MP.

    3-4 Players Tutorial - Scenario 6

    Salemites Forces

    The Salemite Player A controls:- Jessica Hollister equipped with a Shotgun, a

    Heavy Bolter and Targeting Lens.

    - Jeff Deeler equipped with a U43 SMG and Zombie Serum.

    Salemite Player A base CP allowance is 5 CP.

    Salemite Player B controls:

    - Pr John Kendall Jr equipped with

    a M7 Colt and Kevlar armor.

    The Salemite Player B base CP al-lowance is 5 CP.

    The Salemite Team starts the game with 10 MP.

    DeploymentAll players place all their miniatures on the board, simultane-

    ously.

    Salemite miniatures must be placed inside the building with the

    Communication Room, on any valid square of their choice (this

    building is made of three inside oor tiles).

    Each NORAD character must be deployed in different corners

    of the board (see map).

    Special Rules

    Exit the mapCharacters from both sides can exit the map by crossing the red

    li E i i h d f h d

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    3-4 Players Tutorial - Scenario 6

    Check if a Driller is Booby TrappedA character standing on one of the three squares of an

    External Driller, other than the square containing the

    destroyed marker, can check if the Driller is booby

    trapped. To do this he needs to perform the following

    IPS line using an interact order :

    Spend 2 CP (this represents the time needed to search all around

    the driller for a triggering device), perform a test using the char-

    acters technical skill, if four Test Points or more are obtained

    you can secretly look at the destroyed marker on this Driller,

    then place it back face down on the same square. You are not

    allowed to show this marker to any other player, even your team-

    mate.

    Enter an External DrillerThe entrance of an External Driller is located on the

    square with the facing icon. It is on these squares thatthe ve destroyed makers are placed at the start of

    the scenario. When a miniature enters a square with

    a destroyed marker, the player controlling this character must

    reveal this marker. If it is a mine it explodes. If the marker shows

    empty, the Driller is not booby trapped and it can be piloted.

    Mine explosion in a DrillerWhen a mine explodes in an Driller, roll six yellow

    dice as for any regular mine. Roll the dice for each

    miniature standing on the Driller tile when it ex-

    plodes. Roll also for the driller itself. It is destroyed

    if 7 or more hits are inicted. Place the Destroyed marker atthe center of the Drillers tile indicating that this Driller does no

    longer block line of sight.

    A Driller booby trapped with a mine is not functional and can

    never be piloted no matter if it was destroyed or not.

    Pilot a Driller

    A character standing on a Drillers facing icon and

    in the correct facing can try to pilot this Driller if it

    wasnt booby trapped. To do this he needs to perform

    the following IPS line using an interact order :

    Spend 1 CP, perform a test using the characters technical skill,

    if seven Test Points or more are obtained, remove your minia-

    ture from the board, ip the Driller tile to its other side (with

    four squares of outside ground). Your team immediately earns

    +10MP.

    The Driller can only carry one passenger, all other miniatures

    standing on this Driller tile remain on the same square with the

    same orientation once the tile is ipped.

    Any character can move on this oor tile representing four regu-

    lar outside squares.

    Destroy the GeneratorThe external Generator close to the

    building provides the electricity nec-essary for the Radio Scrambler in the

    Communication Room. If this Gen-

    erator is destroyed the Radio Scrambler in the Communication

    Room immediately ceases to function. Remove all correspond-

    ing Radio Scrambling markers.

    Leaders abilityWhen Nick Bolter or Jessica Hollister decide to use their charac-

    ters ability by spending MP to get CP, the controller can decide

    to distribute the CP counters obtained however he wants with

    his team-mate.

    Scenario LengthThe scenario ends at the end of the 6th turn.

    Victory ConditionsIf a character leaves the map while piloting a Driller, his team

    immediately earns +10 MP.

    If a team kills his principal target, the team earns +10 MP.

    Any enemy character killed (other than the principal target) is

    worth +3 MP.

    All other means to score MP are available (spying, search, Lap-

    top Computer and so on...).

    The team with the most Mission Points at the end of the 6th turn

    is the winner.

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    3-4 Players Tutorial - Scenario 6

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    Mode : TeamNumber of Players : 4

    The story...

    December 16, 506 p.a.

    The Salemites continue to penetrate deep into NORAD territory

    until they nally reach Denver; Colorado. Once there, they take

    secure some of the buildings in the downtown area..

    Realizing that NORAD City, the capital city of the enemy faction,

    is located a mere 80 miles away, they decide to use those build-ings to secretly build up a zombie army.

    In order to avoid arousing the suspicion of the NORAD scout

    patrols surveying the area, they keep indoors and lock up the

    cadavers and the nascent zombie army in underground cellars

    beneath the buildings. This will prevent zombies from wandering

    around the city and potentially alerting NORAD spies.

    However, NORAD intelligence services still manage to learn

    about the Salemite activities in the city. They fully understand

    that the enemy is attempting to establish a base in Denver from

    which to launch an assault in the near future. They immediatelydispatch a Mammoth MK II with a commando escort. Their mis-

    sion is to destroy the remains of the downtown buildings suspect-

    ed of concealing and providing shelter to the growing zombie

    army.

    Team ModeTwo players control the Salemite and act as a team. Salemite

    Player A and Salemite Player B.

    The two other players each control one NORAD character and

    also act as a team. NORAD Player A and NORAD Player B.

    Both players from the same team must sit at diagonally opposite

    seats.

    Setting Up the ScenarioBuild the map following the picture.

    InitiativeThe Salemite players have the Initiative each turn. They

    have to decide which one of the two players will receive

    the Initiative Marker. If they cant agree, the player con-

    trolling Hollister gets the fnal decision. Any player with-

    out the Initiative Marker can ask for an Initiative Duel.

    Sequence of Play

    The player with the Inititive plays frst then each player takes hisround of activation in a clockwise order.

    NORAD Forces

    NORAD Player A controls :

    - Mammoth MKII.

    - James Woo equipped with a Revolver and Plastic

    Explosive.

    The NORAD Player A base CP allowance is 5 CP.

    NORAD Player B controls :

    - Nick Bolter equipped with a

    Colt M7 and a Time Bomb.

    The NORAD Player B base CP

    allowance is 5 CP.

    The NORAD Team

    starts the game with 10

    MP.

    Salemites Forces

    Salemite Player A controls :

    - Jessica Hollister

    - Jack Saw

    - Franck Einstein

    The Salemite Player A base CP allowance is 5 CP.

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    The Salemite Player B controls :

    - Pr John Kendall Jr

    - Jeff Deeler

    The Salemite Player B base CP allowance is 5 CP.

    The Salemite Team starts the game with 15 MP.

    DeploymentBoth NORAD players must leave the table for about 5 minutes.

    The Salemite players take the fve markers corresponding to the

    characters they control, plus the four Decoy markers and the two

    Zombie markers. They have fve minutes to discuss strategy and

    place those 11 markers face down on the map respecting the fol-

    lowing restrictions :

    - All markers must be placed inside the buildings on valid

    squares.

    - Each one of the seven buildings must have at least one mark-

    er.

    - The two Zombie markers must be in two different buildings.

    When the Salemite are fnished with their initial deployment, the

    NORAD players come back to the table and directly place the

    miniatures they control on valid outside squares, inside the redframe and touching this red line.

    The Mammoth is not allowed to cover the red line and must be

    totally deployed inside the red frame.

    When the three NORAD miniatures are placed, the Salemite

    players reveal the fve markers representing the characters they

    control and replace these with the corresponding miniatures.

    Special Rules

    No Retreat ! No Surrender !

    Characters from both sides are not allowed to leave the map.

    Reveal a Salemite markerDuring the game, if a NORAD character comes in LoS with a

    face down Salemite marker it is revealed

    If it is a Decoy marker, remove it from the map. If it is a Zombie

    marker, leave this marker face up on any square of this building.

    This means that the caves of this building are hiding some zom-

    bies. The Salemite players do not receive a Zombie miniature asreinforcement.

    To gain new Zombies miniatures, the Salemite characters must

    generate them from cadavers in the cemetery or from any freshly

    dead character.

    Destroy BuildingsThe map contains 7 buildings. Each building shows a NORAD

    MP icon with a number inside representing its global resistance.

    This number indicates how many walls need to be destroyed for

    the building to crumble. No matter where those walls are de-

    stroyed in the building, as soon as the number of walls to destroy

    is reached or exceeded, the building collapses. A large wall de-stroyed marker counts as two walls.

    When a building crumbles all the characters and markers that

    were inside are killed immediately.

    Reveal all Salemite markers still face down in this building. The

    NORAD team gains a number of MP equal to the number in

    the MP icon on this building or double the MP if the building

    contained a Zombie marker (this means that this building was

    hidding zombies in the basement).

    The ruins of a destroyed building blocks movement and LoS.

    Leaders AbilitiesWhen Nick Bolter or Jessica Hollister decide to use their ownabilities to lower their MP in order to gain CP, the controller can

    decide how to distribute the CP obtained as he wishes with his

    team mate.

    Scenario LengthThe scenario ends at the end of the 5th turn.

    Victory ConditionsThe NORAD team scores MP mainly by destroying buildings

    (see Special Rule).

    The Salemite team scores +15 MP if the Mammoth MKII is de-

    stroyed.All othe means to score MP are available (Spying, Searching,

    Laptop Computer, and so on...).

    The team with the highest MP score at the end of the scenario

    wins.

    3 Players GameMode : Cooperative

    One player controls the Salemite with a base CP allowance of

    10 CP and he plays after each NORAD player. Nothing else

    changes.

    3-4 Players Tutorial - Scenario 7

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    3-4 Players Tutorial - Scenario 7

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    Mode : Versus

    Number of Players : 4

    Scenario Length : 8 Turns

    http://earthreborn.ludically.com/Tutorial 3-4 Joueurs - Scenario 8

    Chris Boelinger

    ATTENTION !If you want to play this scenario you have to follow the instructions here under.

    This scenario is very particular since it is played very differently than any other scenario previ-ously published. As a matter of fact, this a new gaming mode closer to Role Playing Games.

    Each player has his own Mission sheet which must remain secret until the end of the game where

    it will be revealed.

    If you plan on playing this scenario dont read the following pages. Just print all the pages of this

    scenario and keep secret the four Mission pages.

    Use the page presenting the map to build the board with all players.

    Then each player randomly draw face down one of the four Mission pages.

    Finally, each player can secretly read his own Mission sheet.

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    http://earthreborn.ludically.com/Tutorial 3-4 Players - Scenario 8

    Chris Boelinger

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    The Story...You have been captured by the Salemites. Your team was trans-

    porting a highly sensitive laptop computer containing a full set

    of maps and access codes to NORADs capital city. Only one

    of the three people on your squad knows the password needed

    to access the computers data. Without this code, the Salemites

    will not be able to get to the data. In the last 48 hours, the Sa-

    lemites have tortured Woo, Bolter, and Vasquez one after the

    other. No one has revealed the critical information as of yet.

    But your team is on the breaking point. You must escape beforeits too late, before one of your team reveals the information or

    dies resisting, resulting in the latter case in an unsavory zom-

    bie reanimation by your worst enemy.

    Scenario Set UpAt the begining of the game, write down on two different pieces

    of paper the following informations (keep these papers hidden

    for now):

    -Paper 1 : The name of the character in possesion of the Pass-

    word.

    -Paper 2 : The Password

    InitiativeYou have the initiative each turn.

    ForcesYou control : Nick Bolter, James Woo and Lt Vasquez, all three

    of them are wounded, imprisoned in their cells and without

    equipment.

    You start the game with 10 MP.

    Your base CP allowance is 8 CP.

    Special Rules for you

    Revealing information under tortureDuring the activation phase, each time one of your character is

    tortured by a Salemite character, count and add up all the Spy

    Points obtained through torture.

    When the same Salemite player has earned a total of 3 Spy

    Points or more, he can ask you for the Password. In this case,

    there are two possibilities:

    - If the tortured charater is the one you have secretly written

    down on the rst piece of paper : you have to secretly reveal the

    password paper (paper 2) to the player performing the torture

    action.

    - If the tortured character is not the one you have secretly writ-

    ten down on therst paper : you have to secretly show the paper

    indicating the name of the character in possesion of the pass-

    word (paper 1) to the player performing the torture action.

    Empty cellsSearching actions are forbidden in the three cells. Of course,

    nothing was left in there.

    Victory ConditionsReveal your Mission sheet at the end of the game.

    You score MP for each objective listed here under that you

    have accomplished.

    For each NORAD character exiting the map : +12 MP

    If you possess the Laptop computer at the end of the scenario

    or if you exit the map with it : +25 MP

    Activating the laptop IPS line with the character knowing the

    password: +4 MP

    A character exits the map as soon as he enters any virtual

    square of the score track.

    If you search the laptop with a character knowing the pass-

    word, you have to reveal the paper #1 (with the characters

    name) to all players. But you do not show the password itself.

    You earn the corresponding MP immediately, not at the end of

    the game, and you dont have to show your Mission sheet.

    http://earthreborn.ludically.com/Tutorial 3-4 Players - Scenario 8

    Chris Boelinger

    NORAD PRISONER PLAYERMission Sheet

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    The StoryA NORAD commando carrying a highly sensitive laptop com-

    puter has been captured. The computer contains full maps and

    access codes to NORADs capital city. The commando was

    captured 48 hours ago and have undoubtedly been tortured to

    extract the access code protecting the computers data. If the

    Salemites managed to get access to the data, copies of the data

    may already have made their way to their computer systems.

    Your mission is to recover the laptop computer, rescue the NO-RAD commando survivors, destroys all computer installations

    that may contain the precious data, and eliminate as many Sa-

    lemite personnel as possible.

    ForcesYou control: The mammoth MKII and Cherokee Bill equipped

    with a Time Bomb.

    Scenario Set UpYou deploy last on any valid outside square. The Mammoth

    must also deploy on 4 valid outside squares and must not cover

    the score track.

    You start the game with 0 MP

    Your base CP allowance is 10 CP.

    Special Rules for You

    Indestructible GeneratorAttention ! The Generator is one of the only oor element that

    cannot be destroyed.

    Cherokee Bills AbilityCherokee Bill can only be controled by you in this scenraio. No

    other player can activate his special ability.

    Laptop ComputerYou cannot activate the laptop computer if you dont know the

    password. You dont know which prisoner NORAD character

    holds it. The Salemites or the NORAD character in possesion

    of the password will never deliver it to you.

    Victory ConditionsReveal your Mission sheet at the end of the game. You earn MP

    for each objective accomplished listed here under.

    For each NORAD character that exits the map: +4 MP

    If you are in possesion of the laptop computer at the end of the

    game or if you exit themap with it: +20 MP

    For each dead Salemite character: +4 MP

    The ofce is destroyed (Ofce - Defensive value 2 on the desk

    / keyboard): +5 MP

    The workshop is destroyed (Workshop - Defense 3) : +5 MP

    The Command Post is destroyed (Command Post - Defense 2):

    +5 MP

    A character exits the map as soon as he enters any virtual

    square of the score track.

    All other means to score Mission Points are still available

    (search, spying, etc).

    http://earthreborn.ludically.com/Tutorial 3-4 Players - Scenario 8

    Chris Boelinger

    NORAD MAMMOTH PLAYERMission Sheet

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    The Story... Jessica Hollister, you have captured a NORAD commando

    consisting of Nick Bolter, Vasquez, and James Woo. They had

    in their possession a laptop computer which, according to your

    sources, contains a complete set of maps and access codes to

    NORADs capital city. Unfortunately, the machine is heavily

    secured and you have not been able to crack its code. In the

    last 48 hours, you have tortured Woo, Bolter, and Vasquez, one

    after the other, to retrieve the information. They havent given

    up anything yet but you feel like they are on the breaking pointof their suffering.

    Meanwhile, tensions are mounting between you and the sci-

    entic leaders, who repeatedly question your authority. While

    you argue vehemently with Jeff Deeler in the Command Post

    about your latest directives, Kendall and Einstein try to break

    into the precious computer, using the entire technological ar-

    senal at their disposal. However, Vasquezs presence among

    the captives confuses Einstein who is having a hard time col-

    laborating with Kendall on this task.

    Suddenly, a NORAD Mammoth MK II breaks into the building

    while furiously ring its weapons on all the walls. The prison-

    ers get revved up, ready to take advantage of the panic caused

    by the Combat Walker to attempt an escape.

    You must use your rank and authority to bring order back to

    the team and ensure the completion of the objectives which are

    to obtain the computers access code and retrieve its data. Your

    goal is to accomplish this before Kendall if possible so you can

    prove once and for all who the real leader is!

    ForcesVous control:

    - Jessica Hollister equipped with a Light Bolter , a Torture Kitand a Magnetic Card.

    - Franck Einstein equipped with Mines, Smoke Grenades and

    a Magnetic Card.

    You start the game with 10 MP.

    Your base CP allowance is 10 CP.

    Scenario SetupHollister starts in the Command Post along with Jeff Deeler.

    Frank Einstein starts in the Workshop with Pr Kendall.

    Special Rules for youGetting information with torture

    During the activation phase, each time one of your character

    tortures a NORAD prisoner character, count and add up all

    the Spy Points obtained through torture.

    When the same Salemite player has earned a total of 3 Spy

    Points or more, he can ask the Prisoner Player for the Pass-

    word. In this case, there are two possibilities:

    - If the tortured charater is the one secretly written down on

    the rst piece of paper : the Prisoner Player has to secretly

    reveal the password paper (paper 2) to the player performing

    the torture action.

    - If the tortured character is not the one secretly written down

    on the rst paper : the Prisoner Player has to secretly show

    the paper indicating the name of the character in possesion

    of the password (paper 1) to the player performing the torture

    action.

    Activating the laptop computerYou cannot activate the IPS line of the laptop computer if you

    dont know the password. You dont reveal the password to oth-

    er players when you do that. Only the Prisoner NORAD player

    has to justify that you know the password.

    Salemite groundYou cannot convert Spy Points into MP during a search ac-

    tion.

    Victory ConditionsReveal your Mission sheet at the end of the game.

    You score MP for each objective listed here under that you

    have accomplished.

    Possesion of the laptop at the end of the game: +10 MP

    Knowing the Password: +15 MP

    Activating the Laptop IPS line (only with the password): +4

    MP

    For each dead NORAD character: +5 MPDestroy the Mammoth: +15 MP

    All other means to score Mission Points are still available (tor-

    ture)

    http://earthreborn.ludically.com/Tutorial 3-4 Players - Scenario 8

    Chris Boelinger

    SALEMITE HOLLISTER PLAYERMission Sheet

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    The story...Professor Kendall, you have captured a NORAD commando

    consisting of Nick Bolter, Vasquez, and James Woo. They had

    in their possession a laptop computer which, according to your

    sources, contains a complete set of maps and access codes to

    NORADs capital city. Unfortunately, the machine is heavily

    secured and you have not been able to crack its code. In the

    last 48 hours, you have tortured Woo, Bolter, and Vasquez, one

    after the other, to retrieve the information. They havent given

    up anything yet but you feel like they are on the breaking pointof their suffering.

    Meanwhile, tensions are mounting between your scientic

    leaders and Jessica Hollister whose dictatorial style is starting

    to get on your nerves. While Jeff Deeler and Jessica argue ve-

    hemently in the Command Post about her latest directives, you

    work with Einstein to try to break into the precious computer,

    using the entire technological arsenal at your disposal. How-

    ever, Vasquezs presence among the captives confuses Einstein

    who is having a hard time collaborating with you on this task.

    Suddenly, a NORAD Mammoth MK II breaks into the buildingwhile furiously ring its weapons on all the walls. The prison-

    ers get revved up, ready to take advantage of the panic caused

    by the Combat Walker to attempt an escape.

    You are shocked by the brute force of the attack but recover

    quickly and catch yourself fantasizing about owning and study-

    ing such a wondrous machine. Its time to send the zombies,

    subdue the metallic Golgoth, and use it to ght for your cause.

    Meanwhile, you and Einstein will be able to focus on unlock-

    ing the computers access code, using any means necessary.

    Forces- Professor Kendall equipped with the Laptop computer, a knife

    and a Magnetic Card.

    - Jeff Deeler equipped with the Zombie Serum, Colt M7 and a

    Magnetic Card.

    - Jack Saw

    You start the game with 0 MP.

    Your base CP allowance is 12 CP.

    Scenario SetupJeff Deeler starts in th Command Post along with Hollister.

    Kendall starts in the Workshop along with Franck Einstein.

    Jack Saw is moving crates in the corridor.

    Special Rules for youGetting information with torture

    During the activation phase, each time one of your character

    tortures a NORAD prisoner character, count and add up all

    the Spy Points obtained through torture.

    When the same Salemite player has earned a total of 3 Spy

    Points or more, he can ask the Prisoner Player for the Pass-

    word. In this case, there are two possibilities:

    - If the tortured charater is the one secretly written down on

    the rst piece of paper : the Prisoner Player has to secretly

    reveal the password paper (paper 2) to the player performing

    the torture action.- If the tortured character is not the one secretly written down

    on the rst paper : the Prisoner Player has to secretly show

    the paper indicating the name of the character in possesion

    of the password (paper 1) to the player performing the torture

    action.

    Activating the laptop computerYou cannot activate the IPS line of the laptop computer if you

    dont know the password. You dont reveal the password to oth-

    er players when you do that. Only the Prisoner NORAD player

    has to justify that you know the password.

    Salemite groundYou cannot convert Spy Points into MP during a search ac-

    tion.

    Victory ConditionsReveal your Mission sheet at the end of the game.

    You score MP for each objective listed here under that you

    have accomplished.

    Possesion of the laptop at the end of the game: +10 MP

    Knowing the Password: +15 MP

    Activating the Laptop IPS line (need password): +4 MP

    For each dead NORAD character: +3 MPCapture the Mammoth: +20 MP

    For each Zombie created: +4 MP

    All other means to score Mission Points are still available (tor-

    http://earthreborn.ludically.com/Tutorial 3-4 Players - Scenario 8

    Chris Boelinger

    SALEMITE Pr. KENDALL PLAYERMission Sheet

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    Zombie 1 / Zombie 2 Base Stickers

    Autocollants Zombie 1 / Zombie 2