
- BGG rank
- BGG #1,426
- BGG rating
- 6.9
Tiny Epic Zombies
- 1–5 players
- 30–45 min
- Complexity 2.5/5
- 2018

Rules assistance for Rise of the Necromancers: Dawn & Demons
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.

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Answers come from the official rulebook, with the page to check.
Rise of the Necromancers: Dawn & Demons is an expansion for Rise of the Necromancers released in 2021 for 1–5 players, 45–120 minutes per game, and ages 13 and up. It was designed by Thorbjørn Christensen and Christoffer Kyst and its main mechanics are Variable Player Powers, Dice Rolling, and Area Majority / Influence.
Dawn & Demons, the first expansion for Rise of the Necromancers, gives you the power to summon and command four highly detailed Demon miniatures. Now you will have two pieces on the game board, enabling your Necromancer to research the dark arts while your demon, the general of your undead army, conquers the lands in the name of its master. Dawn & Demons also offers a CO-OP MODE where players work together to fight off the invading forces of light: the Arch Bishop and the impending dawn. In SOLO-MODE you will have to fight off the invasion all on your own. To win, all players must place their 13 Dominion Counters before the Arch Bishop calls forth the dawn and banishes all Necromancers and their minions. Cities will be reinforced by soldiers and mighty griffon knights will seek out libraries, workshops and dungeons to purge them of evil. Players will work together to share their evil plans and summon mighty demons that can crush the forces of light. —description from the publisher
Rise of the Necromancers: Dawn & Demons supports 1–5 players according to the catalogue. This range comes from the publisher’s listed player count, so the game can be set up for any group size within it. Some setups, rules and scoring details may still vary by player count, so check your edition’s rulebook for the exact configuration.
The listed playing time for Rise of the Necromancers: Dawn & Demons is 45–120 minutes. This is the publisher’s estimate for a full game. The actual duration depends on the group, the player count and familiarity with the rules: first sessions usually run longer, while experienced groups often finish faster. Setup and teaching time are not included in this estimate.
The catalogue lists Rise of the Necromancers: Dawn & Demons for ages 13 and up. This is the publisher’s recommendation and reflects reading demands, rule complexity and small components rather than theme alone. Younger players can often join with help from an adult, so check the age guidance on your edition and consider your group’s experience with board games.
Rise of the Necromancers: Dawn & Demons has a complexity rating of 2.0 out of 5 from BoardGameGeek players, which makes it a medium-light game. The rating reflects how much rules knowledge, planning and decision-making a typical game demands. Expect a longer first teach for heavier games, and use a preparation guide before game night.
Rise of the Necromancers: Dawn & Demons belongs to these categories: Fantasy, Horror, and Zombies. Its main mechanics are Variable Player Powers, Dice Rolling, and Area Majority / Influence. Categories describe the theme and setting of a game, while mechanics describe what players actually do on their turns. Each mechanic links to a catalogue hub with similar games, which helps when you want something comparable.
The credited designers of Rise of the Necromancers: Dawn & Demons are: Thorbjørn Christensen and Christoffer Kyst. These credits come from the published game data and name the people responsible for the game’s design, not its illustrators or publishers. Designer pages on MeepleRules collect other titles by the same designers, which helps when you enjoy a game and want to find similar ones.
The catalogue lists Rise of the Necromancers: Dawn & Demons as an expansion for Rise of the Necromancers. Expansions add new content, rules or scenarios to the base game and usually cannot be played on their own, so you need Rise of the Necromancers to use it. Check that your edition of Rise of the Necromancers is compatible, as some expansions were revised between editions.