el_flesh wrote:I don't have any cards - rules - take your pick! I think you even posted interesting rules some time ago...
For me a Necro must be able to raise at least skeletons if not also zombies and mummies!
Some people also go the route of poison dagger abilities to make stronger and stronger poisons/toxins, although mine has nothing to do with that.
Necromancers always have some kind of provision for life steal; this is the definition of Necromancy, 'deathmagic'.
Way to go, my Conjurer Agrippa, conjures up Zombies. He rolls a red dice, on his turn, 1-4, one Zombie, 5-6, nothing. Each time he conjures-up, he forfits one body point, but if his crew take a Hero body point, he gains this point. Maximum of 6 body, 4 Zombies.I use the Zombie card from the monsters pack, with white shields instead of black, for defence. Nice & simple, makes for a fast-moving Quest.



























