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How many hours are in a day when you donít spend half of them watching television? When was the last time any of us REALLY worked to get something that we wanted? How long has it been since any of us really NEEDED something that we WANTED? The world we knew is gone. The world of commerce and frivolous necessity has been replaced by a world of survival and responsibility. An epidemic of apocalyptic proportions has swept the globe, causing the dead to rise and feed on the living. In a matter of months society has crumbled: no government, no grocery stores, no mail delivery, no cable TV. In a world ruled by the dead, the survivors are forced to finally start living.
Contents Key Concept – Moving Walkers ........19 3. The Melee Phase ..........................21 4. The End Phase ..............................27 Survivor Groups ....................................28 Scenarios ..............................................30 Scenario: The Walking Dead ............31 Advanced Rules - Scenery ....................33 Advanced Rules - Custom Survivors ......37 Advanced Rules - Campaign Play ..........42 Reference ...............................................45
Game Overview ..................................... 3 Component Overview ............................ 4 Key Concept – Noise and Mayhem ......... 7 Key Concept – Threat and Panic.............. 8 Setting Up ............................................... 9 The Game Turn ...................................... 10 Initiative ................................................. 10 1. The Action Phase............................ 11 Move ............................................ 12 Shoot ............................................ 13 Other Actions ............................... 16 2. The Event Phase ............................. 18
Game Overview WARNING: If this is your first game, set this book aside and use the Quick Start Guide to play through your first game of The Walking Dead: All Out War. Once you become more familiar with the game you can come back to this book to learn the full rules. As your collection grows, you can even take advantage of the rules on page 28 to customize your own Survivor group and take on more dangerous opposition!
The Walking Dead: All Out War Miniatures Game allows you to recreate the struggle for survival in a lawless new world. Groups of Survivors must face each other in a desperate fight for resources, all the while trying not to attract the attention of roaming packs of Walkers.
Going Solo It is possible to play The Walking Dead on your own, using most of the normal rules. In this case, you will only need one Survivor group, fighting against the Walkers, and a few tweaks to the rules as follows:
The game is best played with two players taking on the role of rival Survivor groups, although it can also be played solo due to the innovative Event system that directs the Walkers around the board.
As there’s only one group involved, there’s no need to roll for Initiative or alternate activating models. Any instruction to the ‘player with Initiative’ or the ‘opposing player’ is always assumed to be the sole Survivor player. In addition if it says that ‘your opponent’ would get to choose or do something you get to do it instead.
The aim of the game is to collect the meagre resources from the barren landscape before anyone else does, before your group is devoured. Time is of the essence, as the rising threat level will overwhelm you unless you can keep it under control!
Also, without a second player to distract the walkers, they will all be after you! When playing solo, the Threat Level is increased by 1 at the end of each turn. See Threat on page 8.
Taking Your Games Further
Once you have played a few games, you will find some advanced rules starting on page 33.
Finally any reference to moving Walkers in a direction of the player’s choice on the Event cards will move the Walkers directly towards the nearest Survivor instead. See page 18. Note: If you have the Road to Woodbury Expansion, you will find it easier to use the Solo Event deck from there instead.
Component Overview Supplies and Equipment Cards
Supplies and Equipment cards are very similar. The difference is in how they are used. Supplies are kept in a deck at the side of the board and can be picked up during a game when a Survivor searches a supply counter. Equipment represents the weapons and items that the Survivors bring with them to the fight, and is chosen before the game begins.
Each card will have a name to identify it. Most cards will be unique, but there will be some duplicates.
Walker Reference Card
This is a keyword that will interact with certain other rules used in the game.
This symbol denotes which faction the Survivor belongs to. See page 28.
Survivors, Walkers and Equipment are all assigned a points value, representing their comparative worth in a fight. These values are used at the start of a game to create evenly-matched groups of Survivors. For more information on building a group, see page 28.
All Survivors possess four key characteristics, Melee, Shoot, Defense, and Nerve.
Melee, Shoot and Defense are all expressed as a number of colored dice symbols – see page 6.
used when the model is nominated as your group’s Leader (see page 28); otherwise it is ignored.
Nerve is expressed as either Low, Medium, or High, which determines how much danger a character can be in before they Panic – see page 8.
Survivors are all able to carry Equipment cards to give them benefits in a game, and may place one item in each slot marked around the edge of their Survivor card.
The health store represents how tough a character is, and varies from Survivor to Survivor. Each number represents a single Health Counter point of health, and this can be depleted during a game. It is tracked using a health counter.
There are two slots for their hands, and they may carry a single card of the Ranged Weapon, Melee Weapon or Special Item type in each. There are also two slots for armor, one for the Survivor’s head, and one for their body. Each of these slots may contain one item of the appropriate type, either Armor: Head or Armor: Body.
At the start of the game, place a health counter over the highest number on the track, green side up.
Finally, each Survivor has a pack, representing their pockets, backpack, bandoleer, etc. This varies in size from 1-3 cards and can be used to store any item type.
Note that Walkers do not have a health store. They only have a single health point and are killed after taking a single point of damage. Of course, if you don’t hit them in the head, being ‘killed’ doesn’t stop them for long…
An Equipment card that is in a hand, head or body slot is considered to be equipped. Most items, notably weapons and armor, need to be equipped before using them. Some special items do not need to be equipped in order to use them, and may be used while in a pack slot.
Some items will have keywords listed in bold on their cards. These keywords reference universal special rules that can be found on page 34.
Items cannot be swapped between slots without using the Swap Items Action as detailed on page 16.
This section will detail any additional qualities or special actions that apply to this character or item, if any. In addition, some items can cause NOISE or MAYHEM (see page 7) when used – this will be detailed in the Special Rules box.
Although any model can lead your group of Survivors, some are particularly well suited to the task. If a model has a Leader Ability, it is detailed in its own box on the Survivor card. A Leader Ability can only be 4
The game includes various different coloured dice, and these will be referenced throughout the rulebook and the cards using these symbols:
All distances in this game, for moving figures, measuring weapon ranges, and determining who can hear any noises made by your Survivor, are noted in inches (").
The box contains a double sided ruler with all of the common measurements marked for you.
White Die Blue Die Black Action Die Yellow Panic Die Each of these symbols represents one die that is rolled when a character makes an Action or a rule is applied. For example, Rick Grimes has a Shoot characteristic of and the .38 Revolver Equipment card adds , so if Rick made a Shoot Action with this weapon the player would roll one blue die and one white die.
Note that it is permitted (indeed, often essential) to measure distances at any time, to check the range to a target, to avoid causing MAYHEM, or simply to plan your models’ possible moves.
The red, white and blue dice all have a symbols on their faces to number of represent how powerful a dice roll is. Each symbol represents one “success”, and the successes for all the dice rolled at any one time are totaled to give a final score.
With the essential components introduced, it’s time to get into the rules of the game. Don’t worry about everything else for now – each item will be explained as it comes up.
The red, white and blue dice have a ! symbol on some of their faces. These signify Critical Successes, as described on page 14. The Action die has three blank faces and three faces marked with a Sheriff Badge . This die has many purposes throughout the rules; sometimes to randomize between two equal outcomes; other times, the indicates a particular effect. Each use of the die will be described individually in the rules. Finally, the Panic die is used to determine the outcome when a character panics, from running away, to screaming in terror, to going berserk. See Panic on page 8.
Key Concept – Noise and Mayhem Sometimes the best way to survive is to stay quiet. Unfortunately, many essential actions are loud, bright or otherwise indiscreet, and the commotion that they create attracts Walkers.
NOISE When NOISE is caused, the closest eligible Walker at least partially within 10" of the source of the NOISE immediately moves in a straight line directly towards it (see Moving Walkers on page 19).
There are two levels of commotion – NOISE and MAYHEM. These will be caused by various events and actions taken by the Survivors as listed in the following pages. It is important to understand the implications of these actions before deciding what your Survivors will do.
If this move brings them into contact with a Survivor, they are engaged in melee. In this way, Walkers are ‘pulled’ around the gaming area towards any commotion, and can move several times in a turn.
The rules for NOISE and MAYHEM are resolved immediately after fully resolving the Action that caused them, before the model performs any further Actions.
MAYHEM When MAYHEM is caused, immediately advance the Threat Level by one point (see page 8). Then, all eligible Walkers that are at least partially within 10" of the source of the MAYHEM, immediately move in a straight line directly towards it (see Moving Walkers on page 19).
Note: Cards that cause NOISE or MAYHEM will look like this:
Again, if the movement brings them into base contact with a Survivor, they will become engaged in melee.
Key Concept – Threat and Panic The Threat Tracker is divided into four sections: All Quiet (1-3); Low (4-8); Medium (9-13); and High (14-18). These sections are especially important, as they correspond to the Survivors’ Nerve characteristics. When the Threat Level is higher than a Survivor’s Nerve, that Survivor is before it Panicking and must roll can be activated (see page 11). Note: You may not choose to skip a model’s activation to avoid Panic.
‘Threat’ is a key factor in The Walking Dead: All Out War, representing the mounting tension and danger of fighting in walker-infested environments. The Threat Tracker is a way of physically representing this ever-increasing pressure. As it rises, the Walkers become more dangerous, the Survivors start to panic, and in most scenarios, when it reaches maximum it’s game over! As you play, you will see how important it is to manage the Threat to your advantage.
Panic Die Results Flee!: Perform a Run action, moving the maximum distance in a straight line, directly away from the nearest enemy (only turning to avoid scenery or other enemies). Take no further actions. Terrified: Only perform one Action this turn. Quiet!: Only take one Action this turn, and it may not be an action that causes NOISE or MAYHEM.
The Threat Tracker contains a track of numbered spaces, 1-18. Each time the Threat increases, the arrow is moved one space clockwise Threat Tracker immediately. It can also be reduced by certain player actions. Typically, the Threat Level increases whenever MAYHEM is caused, such as when a gun is fired or when a booby trap explodes! Keep a careful record of the Threat Level, increasing or reducing it as instructed.
Scream!: Perform the Make NOISE Action, then take one more Action as normal. Then, advance the Threat Level by 1. Berserk!: The model may act normally, and adds to its melee attack roll this turn. However, advance the Threat Level by 1.
have one of the All Out War gaming mats you will need to mark out this area on a suitable flat surface (a dining room table or area of floor is ideal). Shuffle the Supplies and Event Decks, and place them face-down at the side of the gaming mat within easy reach of both players, along with the Walker reference card, Range Ruler, Kill Zone, Dice and Activation Counters. 4. Set the Scene: Follow the setup instructions as listed in the chosen scenario. 5. Assemble Forces: Take the Survivor and Equipment cards chosen in step 2, and place them face-up at the side of the board. Put the health counters in place on the cards, and you’re ready to begin!
Before you can start playing, you’ll need to set up the game as follows: 1. Choose Scenario: A scenario is a set of guidelines that explain how to set up your gaming area and miniatures, and what you need to do in order to win the game. The standard scenario used for the game can be found on page 30, but look out for more ways to play in future expansions. 2. Build a Group: Agree a points limit with your opponent, and use the rules on page 28 to gather your chosen force. We suggest starting with a game of around 100 points. 3. Establish Play Area: The game is played in an area 20” square. If you don’t 8
The Game Turn Once you’ve set up the gaming area and your models, you can start. The game is structured around a strict turn sequence, comprising several ‘phases’, explained step-by-step in the rules that follow. Once this sequence ends, assuming no one has achieved the scenario’s victory conditions by that point, the turn is over and a new turn begins. Play continues in this way until the game ends – usually because the victory conditions have been met, the Threat Level has reached its maximum, or one group has been wiped out.
Initiative will then alternate between players in the End Phase of each turn.
THE TURN SEQUENCE 1. Action Phase 2. Event Phase 3. Melee Phase 4. End Phase
Initiative Initiative is an important concept in The Walking Dead: All Out War; it dictates who goes first in each phase of the game, and often who resolves certain events and special situations.
WHO IS THE ëENEMYí? Throughout these rules you will see the word enemy or enemies. Initiative Token
This term refers to any model that is not part of your own Survivor group, be it one of your opponent’s Survivors or one of the Walkers.
In the first turn of the game, the scenario rules will inform you which side has the Initiative, and that player should place the Initiative counter next to their Survivor cards as a visual reminder.
1. The Action Phase In this phase, all of the important maneuvering and actions take place – notably moving, shooting and searching for supplies!
ACTIONS Unless it is engaged in melee or is Panicking, when activated, a Survivor model can perform up to two actions from the list below, in any order. You may not perform the same action twice in one activation (so you may not Move twice or Shoot twice for example, but you may Move and Shoot).
ACTION PHASE BREAKDOWN 1. Player with Initiative activates one model and performs two actions.
• • • • • • • • •
2. Play passes to second player, who
activates one of their models. 3. Play continues alternating in this
way until all models that can activate have done so. Beginning with the player who has the Initiative, players take it in turns to activate one of their Survivors. If one side has more models than the other, all excess models are activated at the end of the phase by their owning player, one at a time, until every model that can act has done so. Each Survivor can only activate once per turn.
Move Shoot Search Hide Stand Up Hold Your Nerve Swap Item Make NOISE Special Action
Note that if any rule (such as Panic) requires a character to perform a specific Action, that Action will count as one of its two for the turn.
If a model is engaged in melee (by an enemy model or Walker moving into base contact with it) before it has a chance to act, then it may not be activated in this phase. When activated, every Survivor model can perform two different Actions, in any order. Once a model has been activated, place an Activation Counter on its Survivor card to remind you that it has acted this turn.
PANIC CHECK When activating a model, the first thing you must do is check the current threat level. If the threat level is higher than the activated model’s Nerve, the model must roll and resolve the result (see page 8) before it is activated.
Some rules will refer to ‘prone’ models. This means that the model is lying down and should be laid on its side. A prone Survivor can only perform Move (but only at a Sneak) or Stand Up actions.
Move During a Move Action, each model must choose to Sneak or Run, using the distances below. ADDITIONAL MAX EFFECTS DISTANCE SNEAK
MOVING ACROSS SCENERY Barriers and Cars may be moved over as part of a Survivor’s movement, as long as it has enough movement to fit its base on the other side. This requires a Climb test. You may only climb across the narrow width of the scenery, not across its length. .A means To make a Climb test, roll the climb is successful – place the model on the other side of the scenery and continue moving if able. A blank means the model has failed to Climb - it remains in place and its Move Action ends. A model may not end its move on top of a Barrier or Car.
A model does not have to move the entire distance indicated for the chosen move – it can stop short if you wish. Survivors do not have to move in straight lines – they can move in any direction as long as their total movement doesn’t exceed the distance for the type of Move Action they are performing. Survivors may not move through other models, friend or foe.
Models with the Runner character type automatically pass Climb tests and do not need to roll. Walkers cannot move across Cars or Barriers.
Models may not move into base contact with an enemy (either Walker or Survivor) unless it wishes to fight them in melee later – otherwise, keep enemy models at least 1" away from each other to be clear. As soon as base contact is made, the model is engaged in melee, and its activation ends. Running, as shown on the chart above, creates NOISE – see page 7.
Additional Scenery Rules Barriers: As well as climbing these, a Survivor in base contact with a barrier may choose to defend it in melee, as described on page 25. Cars: If there is a supply counter in a car, a Survivor needs only be in base contact with the car to search it (see page 16). Supply Counters: Supply counters do not impede movement at all – Survivors and Walkers can move around or over them freely – they are simply counters used to mark the positions of essential supply stashes or discarded Equipment.
Carl Sneaks past a Walker. Place the range ruler in contact with the model’s base. Move the model so that its base is behind the 4" (Sneak) increment on the ruler.
If you are using custom scenery instead of the box contents, see page 33. 11
Shoot If a Survivor has a Ranged Weapon Equipment card equipped, it can use this Action to fire the weapon at an enemy. The shooting model can target any model, provided that the target is within line of sight and range.
RANGE Range is measured from the edge of the shooter’s base to the nearest edge of the enemy’s base. The range of a weapon is specified on its card, under the Ranged Weapon heading.
Only one ranged weapon can be used to shoot as a single Action, even if a Survivor carries two.
When using the standard 20" square gaming mat, just assume that weapons with a range of 20" or greater have an unlimited range. If playing on a larger gaming area, however, you’ll need a tape measure or long ruler to measure the upper range accurately.
LINE OF SIGHT To check line of sight, simply draw an imaginary straight line from the center of the shooter’s base to the center of the target’s base – if another standing model’s base breaks that line, the target is obscured and cannot be shot. Otherwise, the target can be seen and shot at.
RANGED ATTACK ROLL
Scenery does not block line of sight unless the target is prone behind it, although it does provide Cover (see page 15).
Once an eligible target has been established, it is time to make your ranged attack roll. Simply take the dice listed on the weapon card, add the dice from the Survivor’s Shoot value (if any), and roll them all together, counting up the total number of successes. The target model must then make a defense roll. Simply take the dice granted by its Defense value, adding any bonuses from its Equipment cards, Cover (see page 15) and other special rules, if applicable. Roll them all together, counting up the total number of successes. Compare each player’s number of successes. If the ranged attack roll has more successes than the target’s defense roll, the target has been wounded. If the scores are equal or the defense roll has more successes, there is no effect.
Rick takes aim at Derek. The path of the shot crosses a Car, and as such Derek is behind Cover. If Carl takes a shot, however, the line of sight is clear, and Derek cannot claim Cover. Rick’s line of sight to the Walker is blocked by Carl, so Rick would have to move first if he wanted to take this shot. Neither Rick nor Carl can see Sandra as she is lying prone behind the car, and line of sight is therefore blocked.
TAKING DAMAGE When a Walker is wounded, it is laid prone. A prone Walker cannot perform any actions, but it may be able to get back into the fight later (see page 27). When a Survivor model is wounded by an attack, it immediately loses heath points equal to the difference between the two scores. For example, if the ranged attack roll had 4 successes, and the defense roll had 2 successes, the target would lose 2 health points (4-2=2).
If a target model is reduced to 0 health points as a result of an attack, and a ! was rolled, no prone Walker is placed. The model is removed from play immediately – there’s no coming back from a headshot! Walkers that suffer any damage from an attack that rolls a ! are removed from play.
Out of Ammo! If the ranged attack roll includes one or more Headshots, you must immediately roll . On a , there is no effect. On a blank, however, you’ve just fired your last round of ammunition! Resolve this shot as normal, but flip the Weapon card over to show that it is out of ammo. The weapon may not be fired again in this game until you find more ammo and reload.
For each health point lost, move the counter one space to the right. If the counter ever reaches 0, the Survivor model has been killed. It is dead, for all intents and purposes, although its body may rise later to become a Walker! Replace the Survivor with a prone Walker.
Headshots and Ammo Rolls ( ! ) You will see that the dice have a Critical Success ( ! ) symbol on some faces. These symbols do not add to your total successes in any way. However, if you successfully wound an enemy, and the dice show one or more ! symbols, you’ve caused a Headshot against your target. Against Survivors, every ! symbol increases the number of health points lost by the target by 1. Rick is armed with a 9mm Pistol. This gives ), and he adds his him two red dice ( Shoot value for an extra blue die ( ). He decides to shoot at Derek, checks line of sight and range, and rolls his dice for a total score of 4, plus a Headshot! Derek’s Defense value allows him to roll 1 white die ( ). He does this and gets one success. Normally, Derek, would suffer 3 points of damage (4-1=3). However, the Headshot increases this to 4. As Derek has already been wounded earlier in the game, he is taken out of action. Thanks to the Headshot, he’s removed from play rather than being replaced by a prone Walker. As Rick has rolled a Headshot on his shooting roll, he may run out of ammo – see above.
Casualties and Equipment As soon as a Survivor is removed from play, any Equipment cards it was carrying are lost. Perhaps they are trampled into the mud in the confusion of the fighting, or broken and rendered useless. In any case, Equipment cards are not left behind, and may not be picked up by other models. Supply counters, however, are dropped where the model fell – the first is placed on the spot where the model died, and the others are placed in contact with the first, or as close as possible to it.
ADDITIONAL SHOOTING RULES Cover Shooting into Melee If your ranged attack passes over any scenery (not supply counters) before it hits the target, then the target model is in Cover. When a ranged attack is made, trace a straight line between the attacker and the target, and take note of any scenery that falls even partially beneath that line. •
For each barrier that the shot passes over, the target adds to their defense roll. For each car that the shot passes over, the target adds to their defense roll.
There is nothing to stop you from shooting at a model that is engaged in melee. Choose your target following the normal rules. However, before making the ranged attack roll, roll . On a , you hit the intended target. On a blank, however, you hit one of the other combatants – your opponent chooses which one is hit. Once the target is established, make the ranged attack roll as normal.
Multiple Shots Some weapons and special skills allow the shooter to take multiple shots as a single Action.You may opt to fire fewer shots if you wish, unless the weapon card specifically forbids it. Each shot is resolved separately, one at a time, following all of the usual rules.
Prone Models You can shoot at a prone model following all of the usual shooting rules. However, if a model is prone and also in Cover, it cannot be targeted by ranged attacks at all, as it cannot be seen. Prone models do not block line of sight.
As this is a single Action, NOISE or MAYHEM is only calculated once, regardless of how many shots are taken.
OTHER ACTIONS SEARCH
Any Survivor model in base contact with a supply counter, and not engaged in melee with an enemy, may search for supplies. A model cannot search if there is an unengaged enemy model also in base contact with the counter, or the scenery that the counter is inside (such as a car).
In some situations, a model may rather duck behind Cover than do anything else, even if it leaves them exposed to attack later. A model may Hide if there are no enemies within their Kill Zone (see page 18), and it is in base contact with a scenery piece. This may provide Cover from shooting attacks (see page 15).
Draw the top card from the Supply Deck. If it is an item the Survivor may put it into one of their free item slots, or swap it with an item they already hold. It is treated exactly like an Equipment card. Any items that they then do not have space for or choose not to take are discarded.
If a model wishes to Hide, it becomes prone. It may attempt to stand up again during its next activation if you wish.
STAND UP A prone model may Stand Up by spending an Action. Stand the model upright, and it may then act normally.
If the card is an Incident!,then the instructions on the card must be applied immediately. Once the search has been resolved, remove the supply counter from the board and place it onto the Survivor’s card, or place it in contact with the model. It does not take up an item slot.
HOLD YOUR NERVE The model rolls – on a , reduce the current Threat Level by 1. This action cannot be attempted by a Panicking model.
Supply counters that have already been searched or have been dropped after the death of a Survivor are placed with the SEARCHED face showing. These counters will not allow the player to draw another supply card when searched.
Models with the Tactician character type automatically reduce the Threat Level by 1 and do not need to roll.
No matter how many counters a searching Survivor is in contact with, only one may be picked up per Search Action.
This Action allows a Survivor to rearrange the Equipment cards they are currently carrying, moving weapons, armor and items from their pack to a usable Armor or Item slot, and vice versa. Any number of cards can be shuffled as a single Action. Furthermore, the model may give any of its Equipment cards, from either its pack or an active slot, to any friendly model within its Kill Zone (see page 18). The recipient must have an active slot free for this item – it may not be placed in its pack straight away.
The Survivor jumps up and down, waves their arms about and shouts to attract attention. The model makes NOISE (see page 7).
Some models are able to use special rules ‘as an Action’, or have access to unusual items of Equipment that require a special Action to use. Unless stated otherwise, items that allow Special Actions must be equipped for the Action to be used.
2. The Event Phase Once every model has acted, it is time to see what the Walkers will do this turn. Survivor models rarely get to act in the Event Phase; instead, players work against each other to control Walkers and resolve various special event cards.
EVENT PHASE BREAKDOWN To keep things clear, the Event Phase follows a strict two-step sequence: 1. The Kill Zone. Walkers that are very close to Survivor models lunge into melee. The template is placed over each Walker. In this example, the first Walker has no Survivors within its Kill Zone, and will not attack for now. The second Walker has both Rick and Liam within reach. As Liam is closer than Rick, the Walker will move into contact with Liam.
2. Draw an Event card. Random events are resolved.
THE KILL ZONE You must first work out if any Walkers are sufficiently close to a Survivor to attack them directly. This is established by centering the Kill Zone template on each eligible Walker model (see page 19). If there are any Survivors at least partially beneath the template, the Walker is immediately moved into base contact with the nearest Survivor.
DRAW AN EVENT CARD The player with Initiative then draws the top card from the Event Deck, and immediately applies the results. The results vary according to the current Threat Level – make sure to apply the correct result. Some Event cards require you to increase the Threat Level before resolving the event.
If the nearest Survivor is already fully surrounded, or unreachable for some other reason (due to intervening scenery for example), then the Walker will move into contact with the next closest eligible target instead, and so on. If two or more eligible targets are equidistant from the Walker, the player with Initiative decides who it will attack. If there are no Survivors under the Kill Zone template, or all eligible targets cannot be attacked, then the Walker does not move, and instead is free to move elsewhere should the Event cards allow it.
This may result in the Threat Level increasing to the next band, before you see which section to resolve, making it deadlier. Some cards will have the Remains in Play keyword. This means that the card is left face-up next to the board and the effects apply continuously until the card text tells you to discard it. Otherwise, Events are discarded after resolving them.
Key Concept – Moving Walkers Throughout the rules and cards you will see the term eligible Walker. This term applies to any Walker that is not currently prone or already in base-to-base contact with an enemy. These Walkers will be eligible to move when an Event card or other rule requires it.
Walkers ignore supply counters.
Walkers always move at a Shamble (6"), and they always move in dead straight lines, usually towards a model, source of MAYHEM, or in some other direction specified by the rules. If a rule requires a Walker to move towards another model, it moves towards the center of that model’s base. Walkers cannot pass over or through scenery, and will stop instantly when they contact a piece of scenery (note that this may result in combat against a Survivor that is defending a barrier, as explained on page 25).
Walkers never attack other Walkers. Instead they pass through other Walkers in their path, as long they have sufficient movement to end their move without their bases overlapping. If a Walker would finish its move with its base overlapping it instead stops in contact with the other Walker. If a Survivor is in the Walker’s path, the Walker will move into base contact with that model. When moving Walkers into base contact with a Survivor, it is always considered reasonable to ‘shuffle’ models around slightly to allow additional Walkers to attack, as long as the Walkers had enough movement left to reach the target. However, if there is no space at all left to engage a Survivor (without overlapping bases), then the Walkers must stop short of their target.
If a Walker starts its move already in contact with a scenery piece, it will move around the scenery by the shortest possible distance to reach its target. This is the only time a Walker may deviate from its straight line movement. In example 1, a player is instructed to move a Walker towards the nearest Survivor (Carl). The Walker moves in a straight line, and contacts a car, thus stopping immediately. In example 2, the same instruction is received, except the Walker in question begins its move in contact with the car. It is now allowed to deviate from the straight line in order to get clear of the scenery and move into contact with Carl. In example 3, a player wants to move a Walker into contact with Liam, who is already engaged with two others! The gap between them is not big enough for the new Walker, but there is nothing else blocking their way, so the engaged Walkers are shuffled sideways to make space.
EVENT CARDS If an Event card specifies that more than one Walker must move, the first is moved by the player with Initiative, and then the players alternate until all required Walkers are moved. If both players are instructed to move one or more Walker models during an Event, they must choose different models – a Walker model cannot be moved more than once by a single Event card, and this includes Walkers entering play. Sometimes there may not be enough eligible Walkers to fulfil the instruction on the Event card (for example, you may be told to move three Walkers, but there are only two standing, unengaged Walkers in play). If this happens, the remainder are taken from any spares you have, and they enter play as described below.
Take the requisite number of spare Walkers. Beginning with the player with Initiative, take one of the Walkers and place it in base contact with the board edge of your choice. The Walker may not be placed within the Kill Zone of a Survivor. Once it is placed, the other player does the same, until all of them have been placed. These Walkers are considered to have been moved for the purposes of the current Event card. It is quite possible that, using this method, you could finish the game facing more Walkers than you began!
Not Enough Walkers?
Finally, if it is ever unclear which Walker should move (due to two or more being equidistant when activated, for example), the player with Initiative chooses which Walker moves in that instance.
WALKERS ENTERING PLAY
If the Threat gets too high, you may soon find that you don’t have enough Walker models to bring into play! While you’re always likely to have one or two to hand based on those removed from play or not being used in a given scenario, chances are in larger games you’ll run out. You can purchase booster packs of Walkers, along with additional Event cards, from Mantic Games. If an Event card requires more Walkers to enter play than you have to hand, bring on as many as you can and then increase the Threat by 1.
Several Event cards require Walkers to enter play. Regardless of the number specified, the procedure for doing this is always the same. 19
3. The Melee Phase Once the Event phase has been resolved, it is likely that one or more models will be in contact with an enemy, and must fight! Every model in base contact with an enemy model in that melee will fight, striking simultaneously. If you don’t have enough dice for both players to roll all at once, simply take it in turns and keep note of your scores. When fighting against Walkers, your opponent rolls the dice on their behalf.
When several models from one side are in contact with several models from another side, then the players must split the combat. This must result in a melee with only one model on one or both of the sides. If a Survivor would be eligible to fight multiple enemies, the owning player must choose which to fight. If a Walker would be eligible to fight multiple enemies, the player with Initiative must choose which Survivor the Walker fights. Nudge the models apart slightly to make it clear which Walkers are fighting which Survivors.
MELEE PHASE BREAKDOWN 1. Advance Threat Level
This rule cannot be used to take a Survivor out of melee altogether – if a model is engaged, it must fight!
2. Split Combats 3. Establish Order of Combat
See the examples overleaf.
Choose each melee in turn and then: 1. Resolve Handgun attacks
ESTABLISH ORDER OF COMBAT
2. Resolve Melee
Melee is resolved separately for each group of models in base contact. If there are several groups of combatants on the table, the player with Initiative decides the order in which combats are resolved.
3. Push Back 4. Resolve Damage
ADVANCE THREAT LEVEL At the start of the Melee Phase, if any models are engaged in melee, increase the Threat Level by 1. The level increases by just 1 point regardless of how many models are fighting.
SPLITTING COMBATS 20
In this example, we have quite a messy situation. Derek has charged Carl, and Rick has intervened to help his son (1). However, in the Event phase, several Walkers were drawn into the fray. Picture 2 shows the simplest way to split the combat. All the Survivors are fighting Walkers – no one gets to fight their real target this turn, as they must face the more immediate threat! Picture 3 is incorrect. Rick’s player has the Initiative, and wants to split the combat to keep Carl safe so Rick faces Walkers C and D. However, everyone who was fighting at the start of the phase must still be engaged when combats are split, so this can’t be done. Picture 4 shows an alternate way to split the combat. Carl’s player has a choice of who to fight. He could fight one of the Walkers as in (1), or he can push Derek into the Walkers and join in as shown here, leaving both Walkers to Rick. For more on three-way melees, see Multiple Melee on page 24.
RESOLVE HANDGUN ATTACKS Weapons with the Handgun keyword may be fired in the Melee phase. Simply declare that you are doing this instead of attacking. If several models in the same combat wish to shoot, the player with Initiative picks one of his own first, and then the other player, alternating until all shots are fired. The Survivor makes a normal ranged attack against an enemy in base contact. There is no need to randomize who is hit if there are other friends in the fight. If the shot kills the opponent or lays them prone, this may mean that the Survivor with the handgun is no longer engaged in melee.
As this is not a melee attack, the enemy model is not pushed back. This means if it stands up again before the shooter moves away they will be engaged in combat again. If the model that fired is still engaged after the shot is taken, it may only choose to defend in the following melee. If other models on the same side wish to attack rather than defend, then the firing model contributes no dice to the combat. As always, gunfire may cause MAYHEM and any Walkers attracted into the fray do take part in the melee. These new combatants may require combats to be split again, before any further melee takes place.
RESOLVE MELEE Most Survivors will choose to attack their opponent with whatever they have to hand. However, some Survivors are poor fighters, or are so well-equipped with armor that they have a better chance of surviving melee if they fight defensively rather than offensively. Before making a melee attack roll, a player must choose whether the models on their side will attack or defend. The player with Initiative always chooses first. If both players opt to defend, no blows are struck.
Unless otherwise specified, all models on the same side roll their dice together, and each side totals up the number of successes scored. The side with the highest roll is the winner. If the combat is drawn, a ‘winner’ must still be determined for the purposes of Push Back as detailed below, even if there are no other effects. In the case of drawn combats, use the following criteria to determine who pushes back the enemy: • •
Survivors always beat Walkers Survivors with the Initiative always beat other Survivors.
as Note: If a model is required to roll part of its attack (because of a weapon rule or other special rule), the is not counted as part of the melee attack roll. The Action Dice is only rolled when a winner has been established – the winning side rolls any Action Dice it is entitled to, and the additional effects are applied.
If several models on the same side are involved in the melee, they must either all choose to defend, or all attack – they cannot split their dice between attack and defense. Needless to say, Walkers can never choose to defend! Unlike ranged attacks, a model does not have to have a Melee Weapon card in order to attack in Melee – as long as it has one or more dice listed under its Melee value, it can kick, punch and head-butt without a weapon! However, some models are such poor combatants that they have no Melee value. These models can only attack in melee if they have a weapon or rule that grants them dice. If they have no such weapon and/or bonus, they can only choose to Defend in melee.
THE MELEE ATTACK ROLL To make a melee attack, a player must roll the number and type of dice specified by their models’ Melee characteristic, adding any dice indicated on their Melee Weapon cards and special rules, if applicable. If a model has several melee weapons, it must choose one before any dice are rolled: it cannot add the bonuses from more than one weapon to its Melee value. If a model has chosen to defend, it instead takes the dice equal to its Defense value, plus any bonus dice it is entitled to thanks to its armor or other Equipment. 22
RESOLVE DAMAGE Models are wounded in the same way as described for Shooting on page 14, with the difference in successes determining the number of health points lost. If a defending model wins a melee, it may not cause any damage against its opponents – it merely pushes them back as it fends them off. A Walker that is knocked prone during combat must be knocked over so that its base is 1" away from the winner of the fight, if possible.
PUSH BACK As soon as a winner is determined, the losing models are instantly pushed 1" directly away from the winners, by the shortest possible route, as shown.
Single Combatants Damaging Multiple Opponents
A model cannot enter base contact with an enemy model as a result of being pushed back. If a model cannot be pushed back due to the proximity of other nearby miniatures or scenery, all of the winners are pushed back instead, exactly as if the losing model had won the fight.
If a single combatant beats multiple opponents, the player that won the melee may divide the total amount of damage caused between all enemies in base contact – it may all be allocated against the same model, or split freely between them.
Headshots in Melee Headshots apply to Survivor attack rolls as for Shooting on Page 14. If you roll multiple Headshots as part of your melee attack, you can only allocate one Headshot to each enemy model in the combat. If there are more slain enemies than Headshots, you will just have to settle for knocking down the remainder instead!
Bitten! Rather than achieving a Headshot, if Walkers successfully wound a Survivor and roll one or more !, the Survivor is bitten. Immediately Bitten Token flip the victim’s health counter over so that the red Bite symbol is face up. The latent infection that all Survivors carry has been accelerated. This may have severe repercussions for your Survivor later! See page 27.
In the first example, Rick beats the Walker in melee but does not cause a Headshot. The Walker is pushed back 1”, and then laid prone. In the second example, Rick loses a fight against two Survivors but is not killed. He is pushed back so that he is 1” away from both attackers.
ADDITIONAL MELEE RULES Walkers Outnumbering Lone Walkers are slow and lethargic, and don’t pose much of a threat, but in groups they can drag down an unsuspecting foe with sheer weight of numbers. If there is only one Walker in a combat, it rolls its Melee value as normal – 1 . A second Walker in the same combat, however, rolls 2 ; the third rolls 3 , and so on, up to a maximum of 5 . For example, Rick is engaged with three Walkers. He has no weapon, and thus only . The Walkers roll a total of 6 rolls (1+2+3=6)! Rick has a tough fight ahead. In example 1, the only way to assign the dice is against Rick – Derek Walker’s , plus the therefore rolls his own dice , for a total melee attack Walker’s dice . pool of
Multiple Melee The rules above assume that only two sides are involved in the combat – Survivors vs. Walkers, or Survivors vs. Survivors. If there is a three-sided combat, however, where both players have models fighting Walkers in the same melee, their attacks are treated slightly differently.
In example 2, the Walker is in contact with both Survivors. The Walker adds its dice to the melee attack roll of the side with the Initiative.
To keep things simple, Walkers do not fight as a side in their own right when joining a fight between rival Survivors. Instead, Walkers add their dice to one of the Survivor sides’ melee rolls. In a three-sided combat, Walkers do not gain the Walkers Outnumbering special rule, they are too distracted by multiple meals.
In example 3, there’s no way to split off any model from the fight, and so poor Rick is completely outmatched! The Outnumbering rule does not apply in a Multiple Melee, and so Derek just adds the Walker’s dice to his . for a total roll of In example 4, Rick cannot be split from the fight as that would mean he isn’t fighting anyone. This time, Rick gets all of the Walkers’ dice added to his own, for a . whopping melee attack roll of
When Walkers are in base contact with Survivors from just one side, their attack dice are added to the opposing side’s roll. When both sides are in contact with the same Walker(s), the player with Initiative chooses who each Walker attacks this turn. Walkers can never fight on both sides. A side that benefits from Walkers’ attack dice cannot choose to defend. If for any reason any of them must defend (having just fired a Handgun for example), the Walker will attack as normal and the defending Survivors will roll no dice.
Prone Combatants If an attacker is not engaged in melee with any standing opponents, it may instead make a melee attack roll against a prone model in base contact. The prone model may not attack back, but may defend (even if it is a Walker). If the attacker beats the defense roll of the prone model, the prone model is removed from play immediately. If a prone model survives a melee, the attacker is pushed back instead.
Walkers cannot defend barriers and are considered engaged with enemies on the other side. Prone models may not defend barriers, nor may they be attacked over a barrier.
Although they can be attacked if they are in contact during the Melee phase, prone models do not stop enemy models from simply disengaging and moving away during their activation.
Defending Barriers Any standing model in base contact with the long edge of a barrier is in melee with any standing enemy on the other side of the barrier.
In the first example, Carl may defend this Barrier against Walkers A and B. Walker C is not in contact with the long edge of the barrier, and therefore is not engaged.
To gain a bonus for defending a barrier, eligible models must choose to defend in combat. While defending a barrier, the model adds to its defense roll. Note that models do not gain the defense bonus if they are also attacked from behind (with no barrier between themselves and the attacker).
In the second example, Carl is not in contact with the long edge of the Barrier, and may not defend it against Walker C.Walkers A and B are not engaged.
If models on both sides are able to defend a barrier, the player with Initiative must declare their intent to do so first. As always, if both sides choose to defend, no blows are struck. Although they may fight in melee, Survivors behind barriers are not considered to be in base contact with enemies on the other side of the barrier for movement purposes. They may move away from enemy models touching the same barrier in their Movement phase as normal.
Melee Weapons Causing NOISE or MAYHEM In some very rare cases, a survivor may use a weapon in melee that causes NOISE or MAYHEM, such as a chainsaw. If this happens, resolve the combat as normal. At the end of the combat, work out the effects of the NOISE or MAYHEM. Any Walkers attracted into the fray will now fight in melee. These new combatants may require combats to be split again as detailed on page 21. This must be done before any further melee takes place. Remember, Survivors may only attack once per melee phase – if they are forced to fight again they may only defend.
4. The End Phase Once all melee is over, it’s time to see if any prone Walkers get back up again, and see if infection starts to set in for the bitten Survivors.
If this roll results in death, the Survivor is immediately removed from play and replaced with a prone Walker! All of the model’s Equipment is lost, and the Walker is treated just like any other from this point on. Supply counters are placed on the board where the Survivor fell as detailed on page 14.
THE DEAD RETURN The player with the Initiative chooses each prone Walker in turn and rolls for each. On a , the Walker stands up, ready to act normally next turn. On a blank, it stays down.
END OF TURN
INFECTION Any Survivor model with the Bite symbol showing on its health tracker must test to see if anything nasty happens to them. Begin with the player with Initiative and alternate until each player has tested for all of his infected models. Simply roll for each model that has been , there bitten during the game. On a is no effect, and the Survivor shrugs off the injury for the turn. On a blank however, the Survivor loses 1 health point immediately.
Any special rules in play that require checks or effects ‘at the end of the turn’ should be applied now. If there are several of these, players should take it in turns to resolve them, beginning with the player with Initiative.
INITIATIVE After all other effects have been resolved, the Initiative counter must be passed from its current holder to the opposing player so that they may go first in the next turn. The turn is now over. Start a new turn, beginning with the Action Phase on page 11.
Survivor Groups •
The following section provides guidelines for shaping your collection of miniatures and cards into a hard-bitten group of Survivors.
POINTS MATCHES Groups are chosen to a set ‘points limit’, agreed in advance by the two players. Simply select the Survivors and Equipment you want to use, using the points values printed on the cards, with a total of no more than the agreed limit.
If each group comprised around (but no more than) 100 points of models, we would refer to this as a ‘100-point game’, because both sides are chosen to a 100-point limit. We recommend sticking to nice, round increments for your games: 100, 150, 250 points, and so on. A 100-point game can be usually be played in less than an hour, while a 500 point game may take most of the afternoon.
There are a few limits and restrictions to what you can select. Each group must abide by the following rules:
Many models in the game are neutral, and will not have a faction symbol on their card. These models can be part of any group. However, others have an allegiance to a particular leader or location, represented by their faction symbol. A group can only contain Survivors from a single faction, as well as neutral characters. - Rick’s Group. One model must be selected as the group Leader (see page 28). No more than half the models in your group (rounding up) may be of the same Character Type, unless it is the same type as your Leader. For example, if your group includes eight models, with Rick Grimes (Tactician) as its leader, it may not include more than four Marksmen, but all eight may be Tacticians. You may never have more than one version of the same named character (Rick Grimes, Atlanta Camp Leader and Rick Grimes, Police Officer, for instance) in a group. Note that in some games opposing players may have the same character in their groups. You may never purchase more Equipment cards for a model than its available item slots allow.Note – don’t forget to leave room for any items that you may need to pick up on the board.
THE GROUP LEADER
Each Survivor card will list a character type. This feature serves as a handy indicator of your Survivor’s specialties and group composition. If you have lots of Bruisers, for example, then your group is geared towards melee. A group with a good mix of Character Types will be well-equipped to take on all-comers.
Every group needs someone to lead it: you must nominate one model from your collection as the Leader. Even in small groups that do not have an obvious Leader, one Survivor always steps forward to take charge. Your Leader’s character type can be an important choice, as it affects the composition of your group.
A character’s type may bestow special rules (see below), and will also interact with other rules in the game. The Character Types are as follows:
Leader Abilities Some Survivors make better leaders than others, and change the way your group plays on the tabletop by virtue of their unique leadership style. This is represented by the Leader Ability listed on their Survivor card. This ability only applies if that Survivor is chosen as your group Leader; otherwise it is ignored.
Bruiser: Favors melee combat and feats of strength. Bruisers may have access to exclusive equipment or bonus effects in melee. This will be detailed on the cards. Tactician: Best at threat management and coordinated efforts. Tacticians automatically succeed when using a Hold Your Nerve Action (see page 16). Marksman: Favors ranged combat. Marksmen may have access to exclusive equipment or bonus effects when shooting. This will be detailed on the cards. Support: Provides boosts, medical aid or just moral support to the group. Support characters will generally have rules that enhance the abilities of their companions. Runner: An expert scavenger, quick on their feet. Runners automatically pass Climb tests (see page 12).
Scenarios Games of The Walking Dead: All Out War are structured around scenarios, which provide a variety of gaming set-ups, special deployments and victory conditions.
A note on boundaries: The edge of the gaming area cannot be passed during a game unless some special rule specifically allows it.
If you’re new to the game, we highly recommend playing through the scenarios presented in the Quick Start Guide, using the models and cards provided in this boxed set. Later, as your experience and collection of models grows, try out the additional rules presented here to choose your own groups.
Scenery All the scenery you need is included in the box - four cars and six barricades. However, many gamers will have their own scenery collections and will want to play on a 3D board. To work out how much scenery to use, refer to the Scenery Points section on page 35.
Each scenario will list any required models or scenery along with instructions on how to set everything up ready to play.
THE GAMING AREA You will need a flat surface on which to place The Walking Dead: All Out War game board. The board is often referred to as the ‘gaming area’. As your collection grows, you might find that you need a larger board to accommodate the extra action! We recommend the following sizes: GAME SIZE Up to 300 points 301+ points
GAMING AREA 20" square 40" x 20"
Before setting up the board, one player should roll . On a , they have Initiative for the setup part of the scenario. This is used to determine elements of the game setup.
VICTORY CONDITIONS Every scenario lists the criteria you must achieve in order to win the game. This might be as simple as wiping out the opposing Survivor group, or scoring points by inflicting casualties and grabbing supplies.
Scenario: The Walking Dead This scenario is a generic set of rules that can be used for games of all sizes. Narrative scenarios or games with alternative objectives can be found in future expansions. Two groups have located a large cache of potentially invaluable resources, and will stop at nothing to claim the supplies for themselves. Unfortunately, the resources are in the midst of a swarm of Walkers, and reaching them will be far from easy…
SURVIVOR GROUPS Before the game, the players must agree on a points limit to play to. They then each select Survivors and Equipment totaling no more than this limit, as described on page 28.
All remaining scenery (the barriers if using the core set) may be placed anywhere on the board, but not within 2" of another terrain piece.
SETUP INSTRUCTIONS 1. Scenery For each full 20" square section of board you are using, you will need 14 Scenery Points’ worth of scenery. The player with setup Initiative chooses the first piece of scenery from the collection, and then players alternate selection until all the points are spent. If you are using only the contents of the core set, use 4 Wrecked Cars and 6 Barriers. Divide the scenery evenly between the players by points value. If there is an uneven amount, the player with Setup Initiative chooses who gets the higher amount. Beginning with the player with setup Initiative, take it in turns to place terrain pieces in the gaming area. No terrain piece may be placed within 2" of the dead center of the board. Resource Hubs (see page 33 - the four cars if using the core set) must be placed in the Walker Zone, but no closer than 2" to another terrain piece or the board edges. If there is no room left to place all the Resource Hubs, then the remainder are placed as below.
2. Supplies The players must place nine supply counters on the board as follows: • •
First of all, place one supply counter in the dead center of the board. Then, beginning with the Player with Setup Initiative, take it in turns to place the remaining counters. These must be placed within the Walker Zone, but not within 2” of another counter. Note that this means that you will not be able to Sneak into contact with a counter on the first turn. Counters must be allocated to Resource Hubs first.
You will need a number of Walkers chosen to the same points limit as the game, rounding up. Walkers are 15 points each, so in a 50-point game you would need 4 Walkers, while in a 300-point game you would need 20. This boxed set contains 12 Walkers, for games up to 180 points.
The game lasts until one of the Victory Conditions below has been met, or at the end of any turn in which the Threat Tracker is at maximum.
Beginning with the player with Initiative, players take it in turns to place Walkers until they are all deployed. First, place one Walker in contact with each supply counter (or the scenery piece it is in) until all counters have a Walker, or you run out of Walkers. Remaining Walkers (if any) are placed anywhere in the Walker Zone, but not within 2" of each other or the dead center of the board.
4. Survivors The players should then roll for Initiative for the first turn of the game.
VICTORY CONDITIONS The aim of the game is to collect the most resources. If, at the end of a turn, one group has acquired at least 7 supply counters, that side wins. If nobody has claimed enough supply counters by the time the Threat Tracker reaches maximum, the player with the most at the end of that turn is the winner. If both players have the same number of counters, the game is a draw. If one group is wiped out before either can achieve the objective, then the surviving group wins by default at the end of the turn. If both groups are wiped out in the same turn, the game is a draw.
The player with Initiative chooses a deployment edge and positions the first of their models so that its base is touching any point along that edge. The other player then positions one of their own models so that its base is touching any point along the opposite edge, as shown on the scenario map. Players alternate deploying their models until they are all deployed.
Going Solo In a solo game, the player must collect 7 counters before the Threat reaches maximum to win.
SET THREAT LEVEL Position the Threat Tracker to one side of the board, and point the arrow towards position 1.
IMPORTANT! You are now at the end of the core rules. You should make sure that you play plenty of games with a mix of different Survivors and equipment to get a full understanding of the rules before going any further. The rest of this book contains rules for taking your games further, and they are completely optional.
Advanced Rules - Scenery Many gamers have large collections of scenery, and perhaps enjoy building and painting their own tabletop terrain. Just because the basic rules of The Walking Dead: All Out War use the two-dimensional scenery included in the box, there is nothing to stop you playing the game on a table of your own design, perhaps representing downtown Atlanta, or a forest on the city outskirts, with three-dimensional terrain. In order to represent the effects of different sized scenery in your games, we apply special rules to certain scenery types. In most cases, it will be up to you to decide which rules apply to which scenery pieces and make sure that both players are aware of this before the game. Some examples are provided below.
Whenever a Walker starts its move inside Area Terrain, roll . On a , it moves at a Shamble, halving the distance inside the terrain as normal (so usually 3” instead of 6”). On a blank it does not move. It still counts as one of the Walkers moved by an Event card. Area Terrain does not affect Walker movement using the Kill Zone.
BLOCKING Examples of Blocking terrain include small buildings, forests, or any other feature significantly taller than a man. Line of Sight may be drawn into and out of but not through Blocking terrain. Blocking terrain protects models behind it from Elevated attacks, unless the target is also Elevated.
AREA TERRAIN This type of terrain, as its name suggests, covers an area of the battlefield – it can be moved through, but not easily. Examples includes forests, swamps and dangerous ruins. The edges of Area Terrain must be clearly defined. Any distance moved through Area Terrain is halved, so a Survivor wanting to Sneak 4” through a forest could only move 2”. A model may make part of its movement outside of the terrain and the remainder inside, for example Sneaking 2” up to the edge of a piece of Area Terrain, with the remaining 2” halved to 1” inside it. Walkers can move through Area Terrain but risk becoming snagged or bogged down.
having a surface on the top that can be occupied by models. Examples include upper floors of buildings, hills, and the tops of things like shipping containers and vehicles. Some of these can be tall, and therefore usually have the Blocking special rule as well. Others like cars just provide Cover.
COVER Most terrain pieces larger than waist-height but not taller than a man have the Cover special rule – the barriers and cars supplied in this box are examples. As described on page 15, if a ranged attack passes through any Cover, then the target model gains a bonus to its Defense against ranged attacks. There are two types of cover in the game: Light Cover (such as fences and other low barriers), and Heavy Cover (such as abandoned cars and fortified walls). When a ranged attack is taken, trace a dead straight line between the attacker and the target, and take note of any scenery that falls even partially beneath that line.
If an Elevated position is accessible via a gentle slope or staircase, they can be moved up without penalty. If it is only accessible via a ladder or precarious footholds, however, then the model must make a Climb test to access it – see Traversable terrain. A model occupying an Elevated position may also make a Climb test to climb down to the ground , but if this test is failed they are laid prone at the foot of the ladder/stairs/etc. There must be space on top of the Elevated terrain piece to move the Survivor to, and there must be no enemy models already occupying it within the Survivor’s Kill Zone.
For each piece of Light Cover that the shot to their passes through, the target adds defense roll.
If there is an enemy model occupying it within the Survivor’s Kill Zone, that enemy may count the Elevated position as Defensible and will engage the climbing Survivor in the Melee phase. The climbing Survivor remains at the bottom of the Elevated position.
For each piece of Heavy Cover that the shot passes through, the target adds to their defense roll.
DEFENSIBLE Defensible terrain pieces like the barriers in this box can be defended in melee, as described on page 25.
A Survivor making a ranged attack from an Elevated position can draw line of sight over intervening models, and negates all Cover bonuses, unless the target behind Cover is also in an Elevated position.
ELEVATED These terrain pieces are distinguished by
Elevated positions can vary in height – you will need to decide before the game which ones can see over which others. A model on a roof would be able to see over a model on a car, for example.
A model may not end its movement on top of the terrain piece, unless the terrain is also Elevated. Walkers may never move over Traversable scenery.
Walkers may never climb. If for any reason they start their move on an Elevated terrain piece that must be climbed and are required to move off of it they will fall to the ground – lay them prone next to the terrain piece. This ends their movement.
Example: Using the rules above, you’ll see that a Wrecked Car, as described on page 12, is Elevated, a Resource Hub, is Traversable, and provides Heavy Cover.
Although they cannot climb, if an Elevated terrain piece is no taller than a Walker model, they can attack a Survivor occupying it in melee. The Survivor can defend the top of the scenery piece like a barrier, and the Walkers will not gain Outnumbering bonuses – they will roll a single each.
IMPASSABLE This scenery may not be moved through or over. Examples include high walls or tangles of barbed wire.
BUILDINGS To keep things simple, you may wish for buildings to be locked and boarded up, so that they are simply impassable for the purposes of your game (during combat, there’s no time to break in). However, if you wish to have buildings that you can enter, then buildings can be defined using all of the terms listed above in various combinations. For example: • •
RESOURCE HUB This scenery may be allocated a supply counter during scenario setup, as described in the scenario rules. Examples include cars and tents.
Scenery with this special rule may be climbed over as part of a Survivor’s Move action by making a Climb test (note that characters of the Runner type are automatically assumed to pass this test). They must have enough movement to fit their base on the other side.
. On To make a Climb test, simply roll a , place the model on the opposite side of the scenery piece (this is usually short edge to short edge – some Traversable terrain is long and thin, and can obviously not be traversed lengthways like a tightrope!). The model may continue moving if it has movement remaining (the width of the Terrain is counted as part of the move).
Walls are Blocking and Impassable, and the interior of the building will always be a Resource Hub. Flat roofs and Balconies are Elevated, and can be accessed via stairs using a model’s normal movement, or via a ladder or other method using a Climb action. These roofs could have a low wall around the edge that would provide Heavy Cover to Survivors on the roof. Doors are gaps in the walls that can be moved through as normal. Windows are Defensible and Traversable, like barriers. Models that can be seen through the windows would be in Heavy Cover. The floors inside the building would be considered open ground, with no extra rules. Alternatively if the floors were filled with a lot of rubble and debris, they could be considered Area Terrain.
In addition, buildings can be treasure troves for the adventurous Survivor – when a supply counter is searched inside a building, draw Supply cards instead of one (resolving them one at a time in case of Incidents).
A blank on the Action Dice means the model must remain in place, and its movement ends. 34
SCENERY POINTS If you are using your own scenery collection for your games, you will need some guidelines for how much scenery to place when setting up, as described on page 29. To do this, you need to assign each scenery POINTS 1 2
piece a value based on its size. This value is referred to as its Scenery Points. A rough guide is included below – if you have more unusual pieces in your collection that don’t easily fit these categories, then you should agree with your opponent how many points it is worth during the scenario setup.
EXAMPLES Barrier (up to 4” long); Motorbike; Small Tent Car; News-stand; Large Shed/Outbuilding; Large pile of crates; Dumpster
Large Truck or RV; Trailer; Small Wood (collection of trees up to 4” diameter); Shipping Container; Guard Tower; Articulated Lorry
Roadside diner; Forest (collection of trees up to 6” diameter)
Gas Station; Large Barn; Farmhouse
Advanced Rules - Custom Survivors Ever wanted to create your own character for The Walking Dead? Want to have your very own avatar in the game? Or maybe you’ve been playing a campaign and your favorite model got killed, but you still want to use it as someone else. If that’s the case, then these rules are for you!
Custom Survivor Summary 1. Faction 2. Character Type 3. Characteristics 4. Nerve
BLANK SURVIVOR CARDS
You can download and print blank cards from www.manticgames.com.
6. Pack Slots
These will allow you to design your own characters, or even customize versions of existing ones. When you choose your Survivor’s characteristics, simply color in the boxes for the dice with a marker, as shown in the example. Likewise, draw the outlines of the health tracker to mark your Survivor’s health, and the number of pack slots.
7. Special Rules 8. Leader Abilities 9. Points
BUILDING A SURVIVOR The following rules will explain how to create your character, step-by-step. You will need to calculate the points value as you go, so make sure to keep a note of this as you complete each step. The points value of your custom Survivor is obviously really important to the game, otherwise we’d all just make unbeatable characters to represent ourselves! These rules below show you how to build a character, and how each decision you make about their strengths and weaknesses will affect the cost.
You will need to write in the special rules and leader abilities. The ones available to custom characters are included below, so you only need to write down the name of the rule, and refer to this section for reference.
You’ll notice that some of the Survivors in the game work out slightly different to the points values here would indicate. As there’s no way of accounting for every possible combination of characteristic and ability, it’s hard to truly gauge the effectiveness of a custom character, so these rules include a slight premium. As a result, it’s best to only use custom characters in friendly games in which your opponent agrees to their use.
Every Survivor’s Nerve is assumed to start at Low. You can increase the Nerve value at the following cost:
If you like, you may choose a faction for your Survivor at no cost.
You must choose a character type for your Survivor: Bruiser, Marksman, Runner, Support, or Tactician. There is no cost difference between them.
The three primary characteristics are Melee, Shoot, and Defense. The Defense characteristic must be assigned at least one die, but you do not have to assign any to Melee or Shoot if you don’t want to. You may never have more than three dice of any color combination for a single characteristic. The points for these dice are listed below. CHARACTERISTIC
Medium: +5 points High: +15 points
A Survivor is assumed to start with 3 health points. If you want more than that, you must pay the associated cost, shown below. These points aren’t cumulative – just choose the number you want and pay the listed cost. No Survivor may have more than 8 health points. HEALTH
5/6/7 10/12/16 3/4/6
6/7/8 12/15/20 2/2/3
Note that dice have three points values, presented X/Y/Z. If you have just one die in the chosen characteristic, pay the first cost. If you have two, pay the middle cost for both. If you have three, pay the third cost for all three. This applies in any combination – so if you have two white dice and one blue, you would pay the third cost for all of them (for the Shoot value for example that would be a whopping total of 36 points – 8+8+20)!
A Survivor is assumed to start with 1 Pack slot. If you want more than that, you must pay the associated cost, shown below. These points aren’t cumulative – just choose the number you want and pay the listed cost. No Survivor may have more than 4 Pack slots.
If you’d like your Survivor to be the Leader of your group, then why not give them a Leader ability? You may choose a single ability from the list on page 41 at the indicated cost. If you’re feeling really creative, and your opponent agrees, you could even invent your own special rules and leader abilities.
When you have a final total, write it in the Points box on the Survivor card.
Personalizing Your Survivor
All that’s left is to give your Survivor a name and, if you’re feeling artistic, sketch a portrait of them in the space provided. Once that’s done, your Survivor is ready to try their luck on a supply run!
You may choose up to two special rules for your Survivor from the list on page 40, at the points cost indicated. This list represents the most common ‘universal’ special rules in the game – you’ll notice that many Survivors have special rules that are unique to them, and are not available here. 38
Quick (6 points): This model may perform two Move actions in the same turn (if it has the actions to spend), although it may not Run twice.
CUSTOM SURVIVORS SPECIAL RULES Adrenaline Junkie (6 points): This model gains an extra Action each turn as long as the Threat Level is High. Athletic (8 points): This model may Run 10” instead of 8”.
Safety in Numbers (2 points): This model treats its Nerve as one level higher than it actually is while its group contains more members than the opposing group.
Scrapper (4 points): This model always Disarm (5 points): After winning a combat, pushes back its opponents in a drawn
roll . On a , an enemy Survivor of your choice from the same combat must discard one equipped Weapon or Special Item card of their choice.
combat, even when it is fighting other Survivors and its side doesn’t have the Initiative.
Strong (4 points): If this model carries a Bulky weapon, it only takes up one hand slot instead of two.
Distract (4 points): When performing
the Make NOISE action, this model may choose any point within 6” of itself (but not another model) from which to create the NOISE.
The Muscle (5 Points): If this model is on the winning side in melee and chose to attack, his side inflicts 1 extra point of damage against the enemy.
Expert Shot (6 points): When this model performs a ranged attack, the target model gains no Defense bonus for Cover. Level-Headed (4 points): This model, and all friendly models within its Kill Zone, may reroll the Panic Die. You must accept the second result, even if it is worse than the first. Nimble (5 points): At the start of a Melee this model may roll . On a , the model moves out of base contact and at least 1” away from all current enemies, by the shortest route possible (moving through models if necessary).
Unstable (3 points): At the start of each of this model’s activations, before Panic is rolled, roll one . This is how many actions the model may take this turn.
CUSTOM SURVIVORS LEADER ABILITIES
Master Strategist (10 points): Once per
game, roll at the start of this model’s activation. Distribute that many extra actions amongst the Survivors in the group yet to act (including the Leader). No model may receive more than one bonus action.
Be More Afraid of Me... (8 points): Any friendly model within this Leader’s Kill Zone uses the Leader’s Nerve value instead of its own, unless its own Nerve value is higher. Blaze of Glory (10 points, Marksmen Only):
Once per game, this model and every Marksman in their group may perform a free Ranged Attack Action during their activation. Models still may not use the same action twice in an activation, however. This bonus action applies for only a single Action phase – if the extra Action is not used, it is wasted.
Called Shot (5 points, Marksmen Only): If the Leader spends one extra action when making a ranged attack, all models in its group that shoot at the same target this turn add to their ranged attack rolls.
Stay Calm! (8 points): When the Leader performs a Hold Your Nerve Action, there is no need to roll the Action Dice. Instead, simply reduce the Threat Level by points. Confidence Booster (10 points, Support Only):
Merciless (5 points): As a special action, this model may execute one friendly model within its Kill Zone. Replace the target with a prone Walker. All friendly models yet to be activated will not Panic this turn. Mind Games (7 points): Once per game,
the Leader may use this ability to steal the Initiative from their opponent. If both groups contain a Leader with this ability, the Initiative may be stolen back again!
Respected (6 points): Once per game, roll
at the start of the Leader’s activation. Distribute that many extra actions amongst the Survivors in the group yet to act (including the Leader). No model may receive more than one bonus action. These actions are used as part of the models’ activation as usual.
Smash ní Grab (10 points, Runner Only):
Once per game, the Leader and every Runner in their group may perform one extra action during their activation. This bonus lasts for only a single Action phase – if the extra action is not used, it is wasted.
Whenever this Leader uses their Support ability to give a friendly model an extra action, roll . On a , the target model activates as soon as the Leader’s activation is complete, bypassing the usual turn sequence.
Once per game, the Leader may issue an Order to any Tactician in the group, not just those in their Kill Zone.
Gung-Ho (7 points, Bruiser Only): This
Tactical Ops (10 points, Tactician Only):
Tactical Insight (3 points, Tactician Only):
ability may be declared once per game when the Leader is engaged in Melee. The Leader and every Bruiser in their group gain to their melee attack rolls until the end of the turn.
Once per game, the Leader and every Tactician in their group may perform one extra action during their activation. This bonus lasts for only a single Action phase – if the extra action is not used, it is wasted.
Advanced Rules - Campaign Play While The Walking Dead: All Out War lends itself well to one-off, nihilistic skirmishes, for maximum fun why not try playing a campaign with a group of friends?
WHAT IS A CAMPAIGN? In its simplest form, a campaign is a series of linked games, where players choose a group and keep the same collection of models from game-to-game. Campaigns are normally organized in a basic leaguestyle system, so that each participant plays one game in a single round, or ‘campaign turn’, results are recorded, and then a new round starts. The really exciting thing about campaigns is watching your group grow with experience. With each victory, your Survivors will improve their skills, and you can earn points which can be spent on recruiting new members of the group and purchasing equipment.
It’s highly recommended to structure a campaign right at the start. Make a list of players, and decide how many campaign turns will be played. Even numbers of players are best, otherwise someone will have to play twice and count their best result for the purposes of the ongoing score. After each campaign turn is complete, mark down the scores and adjust your
Group Name: Survivor
There are two methods for working out the ongoing scores and the overall winner. The first is a simple tournament system, awarding points for winning, drawing and losing each game (3 points for a win, 1 point for a draw – in which the Walkers ‘win’ – and 0 points for losing). The second system is to work out the current total value of the group – the number of points of each Survivor and Equipment card in the group at the end of the campaign turn. As groups start with the same value in points, and will grow at different rates during the course of a campaign, this is a sure indicator of who’s doing the best. If there’s a tie at the end of the campaign, the top-placed players will have to battle again to determine who is the greatest Survivor!
WINNING AND LOSING
‘leaderboard’ as necessary.
To begin with, use the guidelines on page 28 to choose a group (including custom survivors if you wish!). Everyone in the campaign should have the same number of points – we recommend 150 points to start with. Write the composition of your group on a roster sheet – there’s one provided on the next page that you can photocopy if you like. In addition, you should use the blank Survivors cards detailed on page 36 for each of your Survivors, as their characteristics can change as the campaign progresses.
Points Total (Survivors + Equipment): Equipment Cards
Unspent Points: Experience
on the die, ignoring any !. If this takes them to zero, they are treated as if they had been removed as a casualty. 2. For each model removed as a casualty during the game (including any from step 1), roll another . The number rolled is the number of health points that are deducted from the Survivor’s starting value in the next game – note this lightly on your roster in pencil. 3. If this die rolls a !, the Survivor may not have escaped with their life. a. A Bitten character that rolls a ! has died, and it along with all of its equipment are lost. Remove them from your roster sheet. You may not recruit the same character again during the course of the campaign. b. Otherwise, roll . On a the character has survived, but on a blank the character has died as described above.
THE CAMPAIGN TURN Each campaign turn starts with the players pairing up and playing games against each other. These could all be the standard ‘The Walking Dead’ scenario, or any other of the players’ choice. Once the games are over, each player must complete the following sequence, and then you’re ready for your next game!.
Post-Game Sequence 1. Life and Death 2. Experience 3. Supplies
LIFE AND DEATH
Of course, gaining experience all depends on your survival. If a Survivor is removed as a casualty during a game, it doesn’t mean they’re necessarily out of the campaign. Perhaps they dragged themselves away from the horde of Walkers at the last minute and escaped, or maybe someone found them and nursed them back to health. Either way, there’s a chance that they’ll remain part of your group for the next campaign turn, although they cannot earn any Experience. As soon as the game ends, so that your opponent can witness the results, you will need to do the following:
If a character does not die, any Bites are ignored and the health counter will be flipped back over for the next game. Perhaps it was all a mistake and the blood wasn’t theirs, or they manage to fight off the infection long enough for one more battle.
Amputations If a character permanently dies from a bite as described above, they can be saved by an emergency amputation if you wish. Roll to see whether their arm or leg is affected as normal (see page 46). If a Survivor lives, but suffered an Amputation either during or after a game, they must miss the next campaign game while they recover. Also, any effects to their movement or hand slots are carried forward for the rest of the campaign. Just because they survived doesn’t mean they grow a new limb!
1. Roll for every model that was alive at the end of the game but had been Bitten (i.e. their health counter was flipped to show the red Bite icon). Reduce the Survivor’s health by the number rolled
Loss of a Leader
If your group’s leader dies during the course of the campaign, you must either nominate another member of your group to be the leader, or purchase a new leader using your supplies.
Your group gains 10 points for each supply counter it controlled when the game ended. These points may be spent on new Survivors from your miniature collection, and/or new Equipment cards. During this step you may also swap any items between your Survivors. Any leftover points are recorded in the Unspent Points section of the roster sheet – these can be added to future gains, and spent at the end of any subsequent campaign turn.
Retiring Your Group Sometimes the losses sustained in a campaign can be so heavy that there’s no coming back. That’s life in the harsh world of The Walking Dead! In this case, if a player wishes, they may simply retire their group from the campaign. All of their points up to that point are removed. In the next campaign turn, they may start afresh with a brand new roster at the starting points level, although they’ll have some catching up to do.
At the end of each game, any character that was not removed as a casualty during the game receives an Experience bonus of one red die , and increases their points value by 3 points. This die may then be allocated to any of the Survivor’s Melee, Shoot or Defense characteristics, or may be saved to spend on other improvements later. Keep a note of these saved dice in the Experience column on the Campaign Roster.
After you have calculated experience increases for your group, any Survivor may exchange any two red dice ( ) from their characteristics or saved dice pool for a single white ( ), or two white dice ( ) for a single blue ( ), and these may be allocated to their card as before.
Sometimes during a campaign you’ll end up facing a group that has advanced much faster than your own, and is worth considerably more points than your group. In these situations, we award the player with the lesser value group an ‘Underdog Bonus’.
Remember that no characteristic may have a total of more than three dice (so, for example, as Rick Grimes has a Melee of to start with, you could never allocate more than two bonus dice to his Melee).
For every full 15 points difference between the two groups, the group with the lower points value gains , which it gathers together into a pool. These dice may be used during a game, and added to any Attack or Defense roll you are required to take. No more than one Underdog die may be used on a single roll. Any dice not used by the end of the game are lost.
In addition, you may exchange any three dice to upgrade a Survivor’s Nerve by one level (Low to Medium, or Medium to High), or to learn a new Special Rule of your choice (see page 40). 43
Credits Painting: Dave Neild, Steve Cornish, Death Ray Designs, Knights of Dice
Game Design: Mark Latham Editing: Stewart Gibbs, Matt Hobday Playtesting: Kyle Cherry, Stewart Gibbs, Matt Gilbert, Zak Gucklhorn, Matt Hobday, Daniel King, Fabian Krautkrämer, Ronnie Renton, Jodie Rodgers, Nicholas Taylor Rowe, David Wildey, Nick Williams Graphic Design: Jay Shepherd, Kev Brett
Photography: Ben Sandum
Skybound Entertainment CEO: Robert Kirkman President: David Alpert Director of Business Development: Shawn Kirkham
Component Art: Juan Diego Dianderas, Andy Walsh
Business Development Coordinator: Stephan Murillo
Sculpting: Juan Miguel López Barea, Ben Calvert-Lee, Duncan Louca, MKUltra Studio, Sergi Torras
Reference KEYWORDS Amputate: May be performed as a Special
Action when a Bitten friendly model is within the Survivor’s Kill Zone. Target friendly model loses health points. If they survive, flip over the health tracker so that they are no longer bitten. In either case, roll . On a , the model loses a hand slot of the owning player’s choice, and anything that was equipped in it. On a blank, the target may not Run for the remainder of the game. If a character suffers a second amputation they are permanently out of the game.
If you do not roll any !, the shot has gone slightly awry.Your opponent may reposition the Kill Zone template up to 3” away from its original point. In either case, make sure you keep a note of the ranged attack score. Once the template is in its final position, any model, friend or foe, even partially touched by the template is hit with the ranged attack. Every model affected must roll its Defense separately, comparing it to the attack roll. NOISE or MAYHEM is calculated from the center of the template, not the shooter. If a piece of terrain is between the center of the template and one of the affected models, they will gain a Cover bonus as normal.
Armor Piercing: The target must deduct one
die of their choice from their defense roll when targeted by this weapon.
Assault: These weapons gain an extra shot at ranges up to 6". So, for example, an Assault, Multiple Shots (2) weapon would allow two shots ordinarily, but three shots at 6" or less. An Assault weapon without the Multiple Shots keyword effectively gains Multiple Shots (2) at 6" or less.
Bulky: This weapon takes up both hand Item slots when in use, but only one Pack slot. Survivors with the Bruiser character type ignore this rule.
Attachment (X): An item with this keyword can be attached to an item of the type X, and will no longer take up an item slot of its own. It can be attached when equipped or with a Swap Items Action, and removed again with a further Swap Items Action. Tuck it slightly under the attached card to show it is attached. Bludgeon: After winning a melee, roll for each surviving enemy. On a , the enemy model is laid prone. Blast: When performing a ranged attack
Deadly Precision: When performing a ranged attack with this weapon, you may spend one extra Action to aim, adding one automatic ! to your ranged attack roll. A Rifle with Deadly Precision will gain both benefits when aiming. Dual Wield: If your model has both hand item slots taken up by weapons with the Dual Wield keyword, they use both weapons to unleash a flurry of blows. You must choose just one weapon to attack with as normal. However, the presence of a second Dual Wield weapon allows the Survivor to reroll one of the dice from the melee attack roll. Handgun: Handguns may be fired at the start of melee, as described on page 22.
with this weapon, you may target a point on the gaming area within range, rather than a model. Simply mark the point with a dice or token. Center the Kill Zone template on the target and roll your ranged attack dice as normal. If you score any !, the attack has ‘hit’, and the Kill Zone stays exactly where you placed it.
Masked Scent: When a Walker would move into base contact with this Survivor in the Event phase, it stops 1” away instead. If the threat level is Medium, the Walker stops only on the roll of a on the . When the Threat Level is High, this rule has no effect.
Sharp: When using this weapon, roll
This Survivor is never counted as the closest survivor for the purpose of events.
after winning a combat with a melee attack roll. On a , your enemy loses 1 extra health point.
Multiple Shots (X): The number in brackets is the maximum number of shots this weapon may fire as a single Action.
Shotgun: When firing at a range of 6” or less, any model wounded by this weapon but not killed is laid prone. However, Shotguns cannot cause Headshots at ranges greater than 6” – any ! rolled when firing at a target over 6” away are ignored.
The shots do not have to be allocated against the same target. Instead, shots after the first – whether or not it was successful – may target any model within the Kill Zone of the original target (as long as it is within range of the shooter).
Stun: A Survivor wounded by this weapon
In Melee, Multiple Shot Handguns may be fired several times as normal, but all targets must be in base contact with the shooter.
but not killed is immediately laid prone. In melee this effect may only apply to a single enemy.
Unreliable: Roll after resolving each shot
One-Use: This item may only be used once, with this weapon. On a blank, the weapon
jams and may not be used for the rest of the game.
and then the card is discarded.
Reliable: Reroll any ammo roll made by this
Rifle: When performing a ranged attack with a Rifle, you may spend one extra Action to aim, adding to your ranged attack roll. Survivors with the Marksman character type add instead.
1. Player with Initiative activates a model. The model may perform up to 2 different Actions. 2. Opposing player activates a model. 3. Alternate until all models have been activated.
2. Event Phase (Page 18):
1. Walkers will attack the closest Survivor in their Kill Zone. 2. Draw an Event Card. Make any Threat Increase at the top, then resolve section of the card matching the Threat Level.
3. Melee Phase (Page 21):
1. If there is any melee, increase Threat Level by 1. 2. Split combats so that only one model is on one or both sides. All models must fight. 3. Player with Initiative chooses the order in which melees are resolved. 4. Resolve each melee.
4. End Phase (Page 27): 1. Roll for each prone Walker. stands up, blank = no effect.
= no 2. Roll for each Bitten model. effect, blank = lose 1 health. 3. Resolve any “end of turn” effects. 4. Check scenario for victory conditions. 5. Pass Initiative counter to opponent. 6. Start a new turn.
Panic (Page 8)
Important: Check before activating a model. If Threat > Nerve, model is Panicking. Roll . 1. Flee!: Run 8” in a straight line, directly away from the nearest enemy. Take no further actions. 2-3. Terrified!: Only perform one Action this turn. 4. Quiet!: Only perform one action this turn, and it may not cause NOISE or MAYHEM. 5. Scream!: Make NOISE, then take one more Action. +1 Threat. 6. Berserk!: Act normally, and add to melee attack. +1 Threat.
Shooter rolls dice from Weapon card and model’s Shoot value. • Target rolls dice from its Defense value and Armor cards if any, adding Cover if appropriate: o for each barrier passed over. o for each car passed over. • Total
on both sides.
• If the shooter has more , the target loses health equal to the difference. • If the target has more or it is a draw, no effect. • Resolve any NOISE or MAYHEM caused by the shot. • Note: A Survivor may shoot into melee. Roll before the attack roll to see who = intended target, blank = you hit. target of opponent’s choice.
HEADSHOTS (!) (PAGE 14) • Against Survivors, each ! inflicts one extra damage. • If the attack kills the Survivor, they are removed and cannot come back as a Walker. • Against Walkers, any ! will remove the model permanently if it takes any damage. • Any Survivor that rolls a ! with a Ranged Weapon must then roll . = no effect, blank = out of ammo – the weapon cannot fire until reloaded. • Only one ! may be allocated to each model in melee.
NOISE AND MAYHEM (PAGE 7)
Important: NOISE and MAYHEM are resolved immediately after any Action that causes them, before other Actions. • NOISE: Closest eligible Walker within 10” moves towards the NOISE. • MAYHEM: Add 1 to the Threat Level, then all eligible Walkers within 10” move towards the MAYHEM.
OTHER ACTIONS (PAGE 16)
ACTIONS (PAGE 11)
• Move • Shoot • Search • Hide • Stand Up • Hold Your Nerve • Swap Item • Make NOISE • Special Action (from cards etc.)
Important: A model may only shoot if it has a Ranged Weapon. Line of Sight: Drawn from center of shooter’s base to center of target’s base. Models block line of sight. Scenery provides Cover (see below) to standing
• Search: Take one supply counter in base contact. o Neither the counter nor the searching model may be touching an enemy. o Draw top card of Supply deck unless SEARCHED side is showing. o Resolve Incident! cards immediately, otherwise take equipment. • Hide: Lay the model prone. o Model must be in contact with scenery and have no enemies in their Kill Zone. • Stand Up: Stand a prone model upright. • Hold Nerve: Roll . = reduce Threat Level by 1, blank = no effect. o Cannot be done if model is Panicking. • Make NOISE: Model makes NOISE. • Swap Items: Model may move items between slots, and give items to friendly Survivors in its Kill Zone.
MOVING WALKERS (PAGE 19) • An eligible Walker is one that is
standing and unengaged. • Walker movement is alternated, starting with the player with Initiative. • Walkers always move 6” in straight lines. • Walkers will stop if they hit scenery or a Survivor, but may move through other Walkers. • Walkers already in contact with scenery will move around it by the shortest possible route. • Each Walker may only be moved once per Event card (including Walkers entering play). • If there are too few eligible Walkers to fulfil an instruction, any surplus enter play. • When a card says “Walkers enter play”, they must be placed in contact with any table edge, not within a Survivor’s Kill Zone.
RESOLVING MELEE (PAGE 22)
• Handgun Attacks: Models with a Handgun may fire it in melee before rolling. Resolve this like a Shoot Action – MAYHEM occurs as normal. If the shooter is still in melee after the shot, it may only defend. • Attack/Defend: Survivors choose to attack or defend, rolling their Melee or Defense dice respectively. o Player with Initiative decides first. o All models on the same side do the same. o Models with no Melee dice must defend. o Walkers always attack. • Bites: If Walkers cause damage and roll any !, the Survivor is bitten – turn over its Health counter. • Prone Combatants: Prone models may only defend. If they take damage, they are permanently removed. • Barriers: A Survivor fighting an enemy on the other side of a barrier gains a bonus if it defends.
• Each side adds up all dice from Melee or Defense values and any equipment that grants extra dice, rolling them together. on both sides. The side with the • Total most is the winner. o In a draw, Survivors beat Walkers, and the player with Initiative beats the opponent. • All models on the losing side are pushed back 1”. • If the winners were attacking, the losing side loses health equal to the difference in rolls, distributed as the winning player chooses. • If the winners were defending, there is no effect.
• The single player always has Initiative and any reference to either the player or the opponent refers to the single player. • Increase the Threat by 1 at the end of each turn. • Any Event cards referring to a direction of the player’s choice move Walkers towards the nearest Survivor instead.