Everveil White Death Quest Guide and Rules Overview
Learn how to complete quests in Zombicide: White Death, including Wintergrad setup, objective management, and defending the Beacon from corruption.
In the fantasy setting of Zombicide: White Death, a quest (or game scenario) serves as the primary way to play. Set in the besieged city of Wintergrad, also known as the Sun’s Gate, players take on the role of Survivors who must cooperate to fulfill specific objectives while surviving an onslaught of the infected. Success in an everveil white death quest requires strategic use of the city's battlements, command over local guards, and the prevention of necro-corruption reaching the central Beacon.
Quest Setup and Prerequisites
Before beginning a quest, players must follow a standardized setup procedure to ensure the game environment is correctly balanced. While specific quests may have unique rules, the following steps are mandatory for all scenarios:
- Choose a Quest: Select a scenario from the rulebook. This dictates the map layout and specific winning conditions.
- Tile Placement: Arrange the double-sided game tiles as indicated by the quest map.
- Token and Miniature Placement: Place Spawn Zones, objective tokens, and any special tokens (like Cauldrons or Rope Ladders) on the board. Note that Spawn Zones are numbered 1 through 4 and activate in ascending order.
- Survivor Selection: Distribute 1 to 6 Survivors among the players. Each Survivor receives a Dashboard and an ID card.
- Deck Preparation: Shuffle the Equipment, Zombie, and Vault Weapon decks. Place them facedown near the board.
- Starting Equipment: Distribute starting gear (such as the Shashka, Lance, or Short Bow) among the Survivors. Every Survivor must start with at least one card.
- Starting Zone: Place all Survivor miniatures in the designated Survivor Starting Zone.
- Danger Level Initialization: Set the sliding arrow on each Dashboard to the "0" space in the Blue Danger Level area.
Winning and Losing Conditions
In Zombicide: White Death, players win or lose as a single team. Because it is a cooperative experience, tactical sharing of equipment and coordinated movement are essential.
- Winning: The game is won immediately when all specific quest objectives have been accomplished.
- Losing: The game ends in defeat if any of the following occur:
- A single Survivor is eliminated (reaches 3 Wounds).
- The quest objectives can no longer be fulfilled.
- Corruption reaches the Beacon zone.
- A specific losing condition unique to the chosen quest is met.
The Beacon and Corruption Zones
Many quests revolve around the protection of the Beacon, which represents a vital artifact, individual, or location in Wintergrad. The Defiler Necromancer is the primary threat to this objective.
Corruption Rules
- Defiler Necromancer: When this enemy activates, it does not move normally. Instead, it moves its associated Spawn Zone one step closer to the Beacon along the shortest path.
- Corruption Tokens: As the Spawn Zone moves, it leaves Corruption tokens in every zone it enters.
- Zone Transformation: Any zone with a Corruption token becomes a "Street Zone" and loses its special properties. For example, a Battlement Walkway that becomes corrupted is no longer considered elevated and its walls are ignored for movement and line of sight.
- Objective Loss: If corruption reaches a zone containing an objective token, that objective is discarded, which may cause the quest to fail immediately.
Quest Actions and Mechanics
Survivors have 3 actions per turn at the Blue Danger Level, which they can use to interact with the quest environment.
Interacting with Objectives
Survivors can spend an action to Take or Activate an Objective in their current zone. The specific effect of these tokens is defined by the quest description but often provides Adrenaline Points (AP) or progresses the story.
Commanding Guards
Guards are non-player characters (NPCs) that act as secondary Survivors. While they do not have their own turns, Survivors can spend actions to order them to move, fight (Melee/Ranged), or operate heavy machinery like Cauldrons. In most quests, the loss of a Guard does not result in a game failure, though they are useful for holding the line against Brutes and Runners.
Using Cauldrons
Cauldrons are powerful quest elements usually found on Battlement Walkways.
- Moving a Cauldron: Costs 3 actions. The Survivor (or a group of 3 Guards) moves the Cauldron one zone.
- Pouring a Cauldron: Costs 3 actions. A Survivor on a Battlement can pour fiery tar into an adjacent street zone. This eliminates all actors in the target zone, including Abominations, without requiring an armor roll.
Environmental Hazards: Ruins and Battlements
Quests in Wintergrad utilize unique terrain that affects how Survivors navigate the map:
- Battlement Walkways: These are elevated street zones. Survivors must use Stairs or Rope Ladders to climb them. Actors on Battlements can see over buildings into distant street zones but cannot see into building interiors.
- Ruin Zones: These are treated as building zones for line of sight (limited to 1 zone range) but cannot be searched for equipment. They often serve as obstacles or hiding places in the war against the infected.
Quest FAQ
Can I search for equipment in any zone?
No. Survivors can only perform a Search action in building zones that do not contain zombies. Ruin zones and street zones (including Corruption zones) cannot be searched unless a Survivor has a specific skill, such as Scavenger or Ruin Searcher.
What happens if we run out of zombie miniatures during a quest?
If you cannot place a required miniature, you must immediately draw an Abomination card and spawn it. If an Abomination is already on the board, it receives an extra activation instead.
Do quest objectives grant experience?
Yes. Taking objective tokens typically provides Adrenaline Points (AP), which helps Survivors reach higher Danger Levels (Yellow, Orange, and Red) to unlock new skills.
Note on Game Identity: Zombicide: White Death is a tabletop board game. Information regarding digital platform IDs or software control schemes is not independently confirmed. All mechanics described above refer to the physical components and WIP rulebook provided by CMON.
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