Plenty of Ammo cards can be used once per action and are not discarded when used.
Some card types, including “Plenty Of Ammo” cards, are always in effect.
Each Survivor can carry up to five pieces of Equipment but
can only have two equipped and ready to use (one in each hand) at any
given time. While all weapons must be in a hand slot ...
You can only use the indicated piece of equipment in the body slot, not any similar piece of gear.
From page 17 of the rulebook under Inventory > Body:
Alternatively, it can hold the specific Equipment card that is listed on it.
So rules-as-written it is quite clear that you can only equip that item, and not a similar item instead.
If the Double Spawn card is drawn for the last Spawn Zone
or building Zone, use it for an extra double Spawn on the first
Spawn Zone or first building Zone (even if you previously
spawned Zombies in it!).
"Extra" means "added to an existing or usual amount or number", so two more cards.
As shown in the example diagrams on page 36 of the rulebook, multiple Vault doors of the same colour will both link to the vault of that colour.
Thus you would use the vault door on the left side of the map, enter the vault, then leave by the vault door on the right side of the map, allowing you access to the final area.
No, you can't use jump to move into/out of a tower, as the towers are surrounded by ramparts which specifically block movement.
From the Wulfsburg rules (page 5):
Tower tiles feature both building and street Zones, bordered
by ramparts ....
Ramparts can’t be crossed but don’t block Lines of Sight.
From the rules for melee combat,
Each die roll equal or higher than the Accuracy value on the
weapon’s card is a successful hit. The player divides his hits as
he wishes among the possible targets in the Zone.
This means that a melee attack landing three hits could target and kill up to three creatures.
Ranged combat works the same way, except there are ...
While explicitly pointed out in the Zombicide rulebook and extra attention called to the additional Walkers, there is no such note in the Black Plague rulebook.
Since no rule requires it, and these are distinct games with separate rulesets, you do not add the two Walkers escort.
My interpretation of the rules is this:
When you select a Spawn Zone to remove you have 2 choices:
A regular Spawn Zone (not a Necromancer Spawn Zone)
The Necromancer Spawn Zone for the defeated Necromancer
In the first case the Necromancer Spawn Zone for the defeated Necromancer becomes a regular Spawn Zone.
This means you cannot choose the Necromancer ...
Clovis: He was mostly setup for close combat at full, give him an armor and send him to kill, IF you get to find the 2 bustard swords the sword master skill becomes useful and a great add on, if not go for the other one and get a good sword with a dagger and start to kill more dice = more kills
Samson: he is surely a tank, just with iron hide the 3+ armour ...
Do I need to roll the dice to open a vault door? Or is it auto success?
It depends on the type of weapon used.
Vault doors can be opened like standard doors (unless otherwise stated in the Quest’s description)
Melee weapons with the “Open a door” symbol can be used to open a door next to the Survivor. Spend an Action and roll as many dice as the weapon’s ...
I think I found the solution. This is from the Zombicide Black Plague rulebook, page 24:
In case there are no open paths to the noisiest Zone, Zombies move
toward it as if all doors were open, though locked doors still stop
Which means the zombies from 5R will go stuck themselves in the dead-end of 8V until a character opens the door (which ...
I think, you can safely assume that, because it is not in the rules (I checked all the instances of fatties and the relevant sections) they do not get an escort.
But if you think that is too easy, you can always add them.
You've ignored the first rule of movement.
Once the zombies can see a survivor, they move towards that survivor only. That is, once you have done the first split, the two wolves will each move towards the nearest group.
You still end up splitting the wolves that are closest to the centre, because they have multiple paths towards the survivors they see, but ...
The rules have this to say about the body slot:
The Body slot is reserved for Equipment cards bearing the
Alternatively, it can hold the specific Equipment card that
is listed on it. It is then considered to be equipped in Hand,
representing a special piece of Equipment that this Survivor
can draw and use in the blink of an eye.
The wording of Bloodlust is: "Spend one Action with the Survivor: He Moves up to two Zones to a Zone containing at least one Zombie. He then gains one free Melee Action, to use immediately"
Starting with your second question, you cannot use it to exit a room with zombies. You move 0, 1, or 2 zones until you hit a zone that contains a zombie. You then ...
We too played the first couple of quests in Zombicide: Black Plague and it took us about 2 hours for quests 2 and 3 and we have played previous Zombicide games.
The first quest we played with 2 people (each controlling 2 survivors) and it took us about an hour and a half, but that included a lot of rules checking (there are huge differences in the rules ...