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8/2/2019 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
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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.
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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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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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3-4 Players Tutorial - Scenario 3
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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.
3-4 PLayers Tutorial - Scenario 7
Chris Boelinger
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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.
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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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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