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    Rulebook

    By Mark A. Latham

    Welcome to the Walking Dead: All Out War playtest rules!

    This is your chance to have a say in the final gameplayany and all

    feedback is welcome and we will take it all into account before finalising

    the game.

    The core rules are complete, but we still have the graphical elements to

    finalise such as the diagrams, so it will be useful to hear your thoughts on

    where these would be helpful to you.

    All feedback can be provided here:http://vb.manticforum.com/forum/mantic-games/general-

    discussion/269898-the-walking-dead-all-out-war-playtesting-feedback

    We will check in regularly and incorporate the comments, and reply to

    any questions you may have.

    Happy Gaming!

    Mantic Games

    http://vb.manticforum.com/forum/mantic-games/general-discussion/269898-the-walking-dead-all-out-war-playtesting-feedbackhttp://vb.manticforum.com/forum/mantic-games/general-discussion/269898-the-walking-dead-all-out-war-playtesting-feedbackhttp://vb.manticforum.com/forum/mantic-games/general-discussion/269898-the-walking-dead-all-out-war-playtesting-feedbackhttp://vb.manticforum.com/forum/mantic-games/general-discussion/269898-the-walking-dead-all-out-war-playtesting-feedbackhttp://vb.manticforum.com/forum/mantic-games/general-discussion/269898-the-walking-dead-all-out-war-playtesting-feedback
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    2

    How many hours are in a day when you dont 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    The world of commerce and frivolous necessity has been replaced by a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.

    The Walking Dead is 2016 Robert Kirkman. All Rights Reserved. The Walking Dead (Including all

    prominent characters) and The Walking Dead logo, are trademarks of Robert Kirkman, LLC.

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    3

    Game Overview

    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.

    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.

    The aim of the game is to collect the

    meagre resources from the barrenlandscape before anyone else does,

    or 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!

    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:

    As theres only one group involved,

    theres 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.

    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

    start of each turn. See Threat on

    page 8.

    Finally any reference to movingWalkers in a direction of the players

    choice on the Event cards will move

    the Walkers directly towards the

    nearest Survivor instead. See page

    18.

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    4

    Component Overview

    Cards

    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.

    1. Name

    Each card will have a name to

    identify it. Most cards will be unique,

    but there will be some duplicates.

    2. Type

    This is a keyword that has no direct

    function of its own, but will interact

    with certain other rules used in the

    game.

    3. Faction Symbol

    This symbol denotes which faction

    the Survivor belongs to. See page 27.

    4. Points Value

    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 27.

    5. Characteristics

    All Survivors possess four key

    characteristics, Melee, Shoot,

    Defence, and Nerve.

    Melee, Shoot and Defence are all

    expressed as a number of coloured

    dice symbolssee page 6.

    Nerve is expressed as either Low,

    Medium, or High, which determines

    how much danger a character can be

    in before they Panicsee page 8.

    6. Health

    The health store represents how

    tough a character is, and varies from

    Survivor to Survivor. Each number

    represents a single point of health,

    and this can be depleted during a

    game. It is tracked using a health

    counter.

    At the start of the game, place a

    health counter over the highest

    number on the track, green side up.

    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 dont hit them in thehead, being killeddoesnt stop

    them for long

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    5

    7. Keywords

    Some items will have keywords

    listed in boldon their cards. Thesekeywords reference universal special

    rules that can be found on page 32.

    8. Special Rules

    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 usedthis will be detailed in

    the Special Rules box.

    9. Leader Ability

    Although any model can lead yourgroup 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 used when the model is

    nominated as your groups Leader

    (see page 28); otherwise it is

    ignored.

    10. Item Slots

    Survivors are all able to carry items

    to give them benefits in a game, and

    may place one item in each slot

    marked around the edge of their

    Survivor card.

    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 armour,one for the Survivors head, and one

    for their body. Each of these slots

    may contain one item of the

    appropriate type, either Armour:

    Head or Armour: Body.

    Finally, each Survivor has a pack,

    representing their pockets,

    backpack, bandoleer, etc. This variesin size from 1-3 cards and can be

    used to store any item type.

    Items cannot be swapped between

    slots without using the Swap Items

    Action as detailed on page 17.

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    6

    Dice

    The game includes various different

    coloured dice, and these will bereferenced throughout the rulebook

    and the cards using these symbols:

    Red Walker Die

    Orange Rookie Die

    White Survivor Die

    Blue Veteran 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 ofand

    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.

    The Walker, Rookie, Survivor and

    Veteran dice all have a number of

    symbols on their faces to represent

    how powerful a dice roll is. Eachsymbol represents one success,

    and the successes for all the dice

    rolled at any one time are totalled to

    give a final score.

    The Survivor and Veteran Dice have

    a !symbol on some of their faces.

    These signify Headshots, 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 randomise between

    two equal outcomes; other times,theindicates 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.

    Measuring

    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.

    Note that it is permitted (indeed,

    often essential) to measure

    distances at any time, to check the

    range to a target, to avoid causingMAYHEM, or simply to plan your

    models possible moves.

    Other Components

    With the essential components

    introduced, its time to get into the

    rules of the game. Dont worry about

    everything else for noweach item

    will be explained as it comes up.

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    7

    Key ConceptNoise 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.

    There are two levels of commotion

    NOISE and MAYHEM. These will becaused 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.

    The rules for NOISE and MAYHEM

    are resolved immediately after fully

    resolving the Action that caused

    them, before the model performs

    any further Actions.

    NOISE

    When NOISE is caused, the closest

    eligible Walker at least partiallywithin 8" of the source of the NOISE

    immediately moves in a straight line

    directly towards it (see Moving

    Walkers on page 19).

    If the movement brings them into

    base 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.

    MAYHEM

    When MAYHEM is caused, alleligible

    Walkers that are at least partially

    within 8" of the source of the

    MAYHEM, immediately move in a

    straight line directly towards it (see

    Moving Walkers on page 19).

    Again, if the movement brings them

    into base contact with a Survivor,

    they will become engaged in melee.

    Important: MAYHEM not only

    attracts Walkers, but also advances

    the Threat Level by 1 point. Threat is

    explained fully on page 8.

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    8

    Key ConceptThreat and

    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, theSurvivors start to panic, and in most

    scenarios, when it reaches maximum

    itsgame over! As you play, you will

    see how important it is to manage

    the Threat to your advantage.

    The Threat Tracker contains a track

    of numbered spaces, 1-18. Each time

    the Threat increases, the arrow is

    moved one space clockwise

    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.

    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 equal to or

    higher than a Survivors Nerve, that

    Survivor is considered to be

    Panicking for any rules that require it

    and must make a Panic check before

    it can be activated (see page 11).

    Panic Check

    At the start of its activation,

    if the current Threat Level is

    equal toa models Nerve,

    the model must roll. On a

    , the model makes its

    actions as normal. On ablank, the model has failed

    and must rollto see what

    it does this turn.

    If the current Threat Level is

    higher thana models Nerve,

    the Panicking model always

    fails the check and must roll

    without rollingfirst.

    Note: You may not choose to skip a

    models activation to avoid Panic.

    Panic Die Results

    1. Run directly away from the

    nearest enemy (only turning to avoid

    scenery or other enemies. Take no

    further actions.

    2-3. Only perform one Action this

    turn.

    4. Perform the Make NOISE Action,

    then take second Action as normal.

    5. Perform the Hide Action if

    possible, and then take one more

    Action as normal.

    6. The model may act normally, andaddsto its melee attack roll this

    turn.

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    9

    Setting Up

    Before you can start playing, youll

    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 forthe 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 27 to gather your

    chosen force.3.

    Establish Play Area:Lay out

    the gaming mat 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 easyreach 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 theSurvivor 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 youre ready

    to begin!

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    10

    The Game Turn

    Once youve 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 scenarios victory

    conditions by that point, the turn is

    over and a new turn begins. Playcontinues in this way until the game

    endsusually because the Threat

    Level has reached its maximum, or

    one Survivor group has been wiped

    out.

    The Turn Sequence

    1. Initiative Phase2. Action Phase

    3. Event Phase

    4. Melee Phase

    5. End Phase

    1. The Initiative Phase

    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.

    In the first turn of the game, the

    scenario rules will inform you which

    side has the Initiative, and that

    player should place the Initiativecounter next to their Survivor cards

    as a visual reminder.

    In subsequent turns, the player with

    Initiative must pass the counter to

    their opponent so that it alternates

    between players as the game goes

    on.

    Who is the Enemy?

    Throughout these rules you will see

    the word enemy or enemies.

    This term refers to any model that is

    not part of your own Survivor group,

    be it one of your opponents

    Survivors or one of the Walkers.

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    11

    2. The Action Phase

    In this phase, all of the players

    important manoeuvring and actions

    take placenotably moving,

    shooting and searching for supplies!

    Action Phase Breakdown

    1. Player with Initiative activates one

    model and performs two actions.

    2. Play passes to second player, whoactivates 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 model can

    only be activated once per 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 anActivation 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 the same as or higher than

    the activated models Nerve, the

    model must make a Panic check (see

    page 8) before it is activated.

    Actions

    Unless it is engaged in melee or has

    failed a Panic check, when activated,

    a Survivor model can perform up to

    two different actions from the list

    below, in any order.

    Move

    Shoot

    Search Hide

    Stand Up

    Hold Your Nerve

    Swap Item

    Make NOISE

    Special Action

    Note that if any rule requires acharacter to perform a specific

    Action (such as Panicking) that will

    count as one of its two for the turn.

    Prone Models

    Some rules will refer to prone

    models. This means that the model

    is lying down and should be laid onits side. A prone Survivor can only

    perform Move (but only at a Sneak)

    or Stand Up actions.

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    12

    Move

    During a Move Action, each model

    must choose to Sneak or Run, using

    the distances below.

    MAX

    DISTANCE

    ADDITIONAL

    EFFECTS

    SNEAK 4" None

    RUN 8Creates

    NOISE

    A model does not have to move the

    entire distance indicated for the

    chosen moveit can stop short if

    you wish.

    Survivors do not have to move in

    straight linesthey can move in any

    direction as long as their total

    movement doesnt exceed thedistance for the type of Move Action

    they are performing.

    Survivors may not move through

    other models, friend or foe.

    Models may not move into base

    contact with an enemy (either

    Walker or Survivor) unless it wishesto 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 NOISEsee page 7.

    Moving Across Scenery

    The card scenery in the game depicts

    various obstacles. These cannot becrossed by Walkers, but some can be

    traversed by Survivors.

    Barriers: These can be climbed as

    part of a Survivors movement. Roll

    . Ameans the climb is successful

    place the model on the other side

    of the barrier and continue moving if

    able to. A blank means the model

    remains in place and its Move Action

    ends. A model may never end its

    move on top of a barrier. A Survivor

    in base contact with a barrier may

    choose to defend it in melee, as

    described on page 25.

    Cars: These are impassable terraina model cannot climb this scenery,

    and must go around it. If there is a

    supply counter on the car, a Survivor

    needs only be in base contact with

    the car to search it (as described on

    page 16).

    Supply Counters: Supply counters do

    not impede movement at allSurvivors and Walkers can move

    around or over them freelythey

    are simply counters used to mark the

    positions of essential supply stashes

    or discarded Equipment.

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    13

    Shoot

    If a Survivor has a Ranged Weapon

    Equipment card in their hand, 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 rangeand line of

    sight.

    Only one ranged weapon can be

    used to shoot as a single Action,even if a Survivor carries two.

    Range

    Range is measured from the edge of

    the shooters base to the nearest

    edge of the enemys base.

    Unless specified on the card, all

    ranged weapons are assumed to be

    able to shoot up to 24.

    When using the standard 20" square

    gaming mat, dont worry about

    measuring rangejust assume that

    weapons with a range of 24 have an

    unlimited range. If playing on a

    larger gaming area, however, youll

    need a tape measure or long ruler to

    measure the upper range accurately.

    Some weapons gain bonuses if the

    range is less than 6" (or Point

    Blank), as detailed later.

    Line of Sight

    To check line of sight, simply draw

    an imaginary straight line from the

    centre of the shooters base to the

    centre of the targets base if

    another models base breaks that

    line, the target is obscured andcannot be shot. Otherwise, the

    target can be seen and shot at.

    Scenery does not block line of sight

    unless the target is prone behind it,

    although it does provide cover (see

    page 15).

    Ranged Attack Roll

    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 Survivors Shoot

    value (if any), and roll them all

    together, counting up the totalnumber of successes.

    The target model must then make a

    defence roll. Simply take the dice

    granted by its Defence 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 totalnumber of success.

    Compare each playersnumber of

    successes. If the ranged attack roll

    has more successes than the targets

    defence roll, the target has been

    wounded. If the scores are equal or

    the defence roll has more successes,

    there is no effect.

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    14

    Taking Damage

    When a Walker is wounded, it is laid

    prone. A prone Walker cannotperform any actions, but it may be

    able to get back into the fight later

    (see page 26).

    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 defence roll

    had 2 successes, the target would

    lose 2 Survival Points (4-2=2).

    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, forall intents and purposes, although its

    body may rise later to become a

    Walker! Replace the Survivor with a

    prone Walker.

    Headshots (!)

    Survivor Dice and Veteran Dice have

    a Headshot (!) symbol on somefaces. 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 Headshot symbols, youve

    caused critical damage against your

    target.

    Against Survivors, every Headshotsymbol increases the number of

    health points lost by the target by 1.

    If a target model is reduced to 0

    health points as a result of the

    attack, and a Headshot was rolled,

    no prone Walker model is placed.The model is removed from play

    immediatelytheres no coming

    back from a headshot!

    Walkers that suffer any damage

    from an attack that rolls a Headshot

    are removed from play.

    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.

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    15

    Additional Shooting Rules

    Cover

    If your ranged attack passes over any

    scenery (not supply counters) before

    it hits the target, then the target

    model is in cover. Models in cover

    addto their defence roll when

    resolving that ranged attack.

    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.

    Out of Ammo!

    If the ranged attack roll includes one

    or more blanks, you must

    immediately roll. On a, there is

    no effect. On a blank, however,

    youve 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.

    Shooting into Melee

    There is nothing to stop you from

    shooting at a model that is engagedin 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 combatantsyour

    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. All the shots must be

    taken against the same target.

    As this is a single Action, NOISE or

    MAYHEM is only calculated once,regardless of how many shots are

    taken.

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    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.

    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 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

    Survivors card. It does not take up

    an item slot.

    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.

    No matter how many counters a

    searching Survivor is in contact with,

    only one may be picked up per

    Search Action.

    Hide

    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).

    If a model wishes to Hide, it

    becomes prone. It may attempt to

    stand up again during its nextactivation 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.

    Hold Your Nerve

    This Action may only be attempted if

    the current Threat Level is equal to

    or lower than the models Nerve

    value. The model rollson a,

    reduce the current Threat Level by 1.

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    Swap Items

    This Action allows a Survivor to

    rearrange the Equipment cards theyare currently carrying, moving

    weapons, armour and items from

    their pack to a usable Armour 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

    itemit may not be placed in its

    pack straight away.

    Make NOISE

    The Survivor jumps up and down,

    waves their arms about and shouts

    to attract attention. The model

    makes NOISE (see page 7).

    Special Action

    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.

    The use of a special Action

    constitutes a single Action, unless

    otherwise specified.

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    3. 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. Kill Zone. Walkers that are very

    close to Survivor models lunge into

    melee.

    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 centring the Kill

    Zone template on each eligible

    Walker model (see page 19). If thereare any Survivors at least partially

    beneath the template, the Walker is

    immediately moved into base

    contact with the nearest Survivor.

    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.

    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 Levelmake sure to

    apply the correct result.

    Some Event cards require you toincrease the Threat Level before

    resolving the event. This may result

    in the Threat Level increasing to the

    next band, meaning that the cards

    rules will become deadlier.

    Note that this instruction is in

    addition to any increase at the top!

    Some cards will have the Remains in

    Playkeyword. 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.

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    Key ConceptMoving

    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 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 centre of that

    models 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).

    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.

    Walkers ignore supply counters.

    Walkers never attack other Walkers.

    Instead they pass through other

    Walkers in their path, as long they

    have sufficient movement to endtheir 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 Walkers path,

    the Walker will move into base

    contact with that model. Whenmoving 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.

    Event Cards

    If an Event card specifies that more

    than one Walker must move, the

    first is moved by the player withInitiative, 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 modelsa Walker model

    cannot be moved more than once bya single Event card, and this includes

    Walkers entering play.

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    Sometimes there may not be enough

    eligible Walkers to fulfil the

    instruction on the Event card (for

    example, you may be told to movethree 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.

    Finally, if it is ever unclear which

    Walker should move (due to two ormore being equidistant when

    activated, for example), the player

    with Initiative chooses which Walker

    moves in that instance.

    Walkers Entering Play

    Several Event cards require Walkersto enter play. Regardless of the

    number specified, the procedure for

    doing this is always the same. 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 placedwithin the Kill Zone of a Survivor.

    Once it is placed, the other player

    does the same, until all of them have

    been placed.

    It is quite possible that, using this

    method, you could finish the game

    facing more Walkers than you

    began!

    Not Enough Walkers?

    If the Threat gets too high, you may

    soon find that you dont have

    enough Walker models to bring into

    play! While youre 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 youll

    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.

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    4: The Melee Phase

    Once the Event phase has been

    resolved, it is likely that one or more

    models will be in base contact with

    an enemy, and must therefore fight!

    Melee Phase Breakdown

    1. Advance Threat Level

    2. Split Combats

    3. Establish Order of Combat

    Choose each melee in turn and then:

    1. Resolve Handgun attacks

    2. Resolve Melee

    3. Push Back

    4. Resolve Damage

    Every model in base contact with an

    enemy model in that melee will

    fight, striking simultaneously. If you

    dont 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.

    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

    When several Walkers are in contact

    with several Survivors from the sameside, then the player who controls

    those Survivors must split the

    combat. The result must either be a

    single Walker fighting a single

    Survivor, a single Walker fighting

    multiple Survivors, or a single

    Survivor fighting multiple Walkers.

    Nudge the models apart slightly to

    make it clear which Walkers are

    fighting which Survivors.

    This rule cannot be used to take a

    Survivor out of melee altogetherif

    a model is engaged, it must fight!

    Establish Order of Combat

    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.

    Resolve Handgun Attacks

    Weapons with the Handgun

    keyword may be fired in the Melee

    phase. To do so, simply declare that

    you are using the handgun 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

    does likewise, alternating until all

    shots are fired.

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    The Survivor makes a normal ranged

    attack that must target one enemy

    model in base contact.

    There is no need to randomise who

    is hit if there are other friends in the

    fight, and only a single shot can be

    taken, regardless of how many the

    weapon can normally fire.

    If the shot kills the opponent or lays

    them prone, this may mean that the

    Survivor with the handgun is nolonger 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 again 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 attractedinto the fray do take part in the

    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.

    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 armour that they

    have a better chance of surviving

    melee if they fight defensively ratherthan 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.

    If several models on the same sideare involved in the combat, they

    must either all choose to defend, or

    all attackthey cannot split their

    dice between attack and defence.

    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 Meleeas

    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 playermust roll the number and type of

    dice specified by their models

    Melee characteristic, adding any dice

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    indicated on their Melee Weapon

    cards and special rules, if applicable.

    If a model has several meleeweapons, 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

    Defence value, plus any bonus dice it

    is entitled to thanks to its armour orother Equipment.

    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.

    Note: If a model is required to roll

    as part of its attack (because of a

    weapon rule or other special rule),

    theis not counted as part of the

    melee attack roll. The Action Dice is

    only rolled when a winner has beenestablishedthe winning side rolls

    any Action Dice it is entitled to, and

    the additional effects are applied.

    Push Back

    As soon as a winner is determined,

    the losing models are instantlypushed 1 directly away from the

    winners, by the shortest possible

    route, as shown.

    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.

    Resolve Damage

    Models are wounded in the same

    way as described for Shooting onpage 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 opponentsit merely pushes

    them back as it fends them off.

    Single Combatants Damaging

    Multiple Opponents

    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 contactit may all

    be allocated against the same

    model, or split freely between them.

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    Headshots in Melee

    Headshots apply as for Shooting on

    Page 14. If you roll multipleHeadshots 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!

    Whenever a Survivor loses one or

    more health points to an attack by

    Walkers but is not removed as a

    casualty, the player rolling for the

    Walkers must roll. On a blank,

    there is no further effect. On a

    however, you must immediately flipthe victims 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 26.

    Additional Melee Rules

    Walkers Outnumbering

    Lone Walkers are slow and lethargic,

    and dont pose much of a threat, but

    in groups they become more

    animated as they smell fresh meat,

    and 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

    normal1. A second Walker in the

    same combat, however, rolls 2;

    the third Walker rolls 3, and so on,

    up to a maximum of 5.

    For example, Rick is engaged in

    melee with three Walkers. He has no

    melee weapon, and thus only rolls

    . The Walkers roll a total of 6

    (1+2+3=6)! Rick has a tough fight

    ahead.

    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.

    To keep things simple, Walkers donot fight as a side in their own right

    when joining a fight between rival

    Survivors. Instead, Walkers add their

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    dice to one of the Survivor sides

    melee rolls. In a three-sided combat,

    Walkers do not gain the Walkers

    Outnumbering special rule.

    When Walkers are in base contact

    with Survivors from just one side,

    their attack dice are added to the

    opposing sides roll. When both sides

    are in contact with Walkers, the

    player with Initiative chooses who

    each Walker attacks this turn.

    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 that it is

    in contact with. The prone model

    may not attack back, but may defend

    (even if it is a Walker). If the attackerbeats the defence roll of the prone

    model, the prone model is removed

    from play immediately.

    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 duringtheir activation.

    Defending Barriers

    Any model in base contact with the

    long edge of a barrier is in meleewith any enemy on the other side of

    the barrier (touching the opposite

    yellow border).

    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 defence roll. Note that

    models do not gain the defence

    bonus if they are also attacked from

    behind (with no barrier between

    themselves and the attacker).

    If models on both sides are able to

    defend a barrier, the player with

    Initiative must declare their intent todo 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.

    Walkers cannot defend barriers and

    are considered engaged with

    enemies on the other side.

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    5. The End Phase

    Once all melee is over, its time to

    see if any prone Walkers get back up

    again, and see if infection starts to

    set in for the bitten Survivors.

    The Dead Return

    The player with the Initiative

    chooses each prone Walker in turn

    and rollsfor each. On a, theWalker stands up, ready to act

    normally next turn. On a blank, it

    stays down.

    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 rollfor each model that

    has been bitten during the game. On

    a, there is no effect, and theSurvivor shrugs off the injury for

    now. On a blank however, the

    Survivor loses 1 health point

    immediately. If this roll results in

    death, the Survivor is immediately

    removed from play and replaced

    with a prone Walker! All of the

    models Equipment is lost, and the

    Walker is treated just like any otherfrom this point on. Supply counters

    are placed on the board where the

    Survivor fell as detailed on page 14.

    End of Turn

    Any special rules in play that require

    checks or effects at the end of theturn should be appliednow. If there

    are several of these, players should

    take it in turns to resolve them,

    beginning with the player with

    Initiative.

    The turn is now over. Start a new

    turn, beginning with the Initiative

    Phase on page 10.

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    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 Survivorsand 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 arechosen 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

    300 point game may take most of

    the afternoon.

    Group Limits

    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 chosen as part of any

    group. However, others have

    an allegiance to a particularleader or location,

    represented by their faction

    symbol. A group can only

    contain Survivors from a

    single faction, as well as

    neutral characters.

    One model must be selected

    as the group Leader (see

    page 28).

    You may never have more

    than one version of the

    same named character

    (Officer Rick Grimes and

    Veteran Rick Grimes, 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.

    Notedont forget to leave

    room for any items that you

    may need to pick up on the

    board.

    There may be other

    restrictions listed on your

    chosen cards.

    Character Types

    Each Survivor card will list a

    character type. This feature serves asa handy indicator of your Survivors

    specialisms and group composition.

    If you have lots of Bruisers, for

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    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.

    A characters type has no rules of its

    own, but will interact with other

    rules in the game. The Character

    Types are as follows:

    Bruiser: Favours melee combat and

    feats of strength.

    Tactician: Best at threat

    management and coordinated

    efforts.

    Marksman: Favours ranged combat.

    Support: Provides boosts, medical

    aid or just moral support to the

    group.

    Runner: An expert scavenger, quick

    on their feet.

    The Group Leader

    Every group needs someone to lead

    it: you must nominate one modelfrom your collection as the Leader.

    Even in small groups that do not

    have an obvious Leader, one

    Survivor always steps forward to

    take charge.

    Issuing Orders

    All Leaders have a special rule that

    allows them to issue orders to

    friendly models, potentially granting

    them extra actions for the turn.

    Orders may be given once per turn,

    immediately before the Leader

    performs any actions themselves,

    and may be given to a single friendlymodel in their Kill Zone that has not

    yet acted. The Leader may not give

    an order to themselves.

    Roll. On a blank, there is no effect.

    On ahowever, when the chosen

    model is activated, it will gain one

    extra Action in this Action phase,

    following all of the usual rules.

    If the recipient of an order is of the

    same type as the Leader (i.e.

    Tactician, Bruiser etc.), do not roll

    the model automatically gains the

    extra Action.

    Unique 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 groupLeader; otherwise it is ignored.

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    Scenarios

    Games of The Walking Dead: All Out

    War Miniatures Game are structured

    around scenarios, which provide a

    variety of gaming set-ups, special

    deployments and victory conditions.

    If youre new to the game, we highly

    recommend playing through the

    scenarios presented in the Quick

    Start Guide, using the models andcards 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.

    Each scenario will list any required

    models or scenery along with

    instructions on how to seteverything 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 GAMING AREA

    Up to 300

    points20" square

    301+ points 40" x 20"

    A note on boundaries: The edge of

    the gaming area cannot be passed

    during a game unless some special

    rule specifically allows it.

    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.

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    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 toclaim 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 totalling no more than

    this limit, as described on page 27.

    Setup Initiative

    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, described below.

    Setup Instructions

    Insert map with captions, showing

    Survivor deployment edges (long

    edges if a bigger board) and walker

    deployment zone.

    1. Scenery

    For each full 20" square section of

    board you are using, you will need 4Wrecked Cars and 6 Barriers.

    Divide the scenery evenly between

    the players. Beginning with the

    player with Initiative, take it in turns

    to place the pieces in the gaming

    area in the following order. No

    scenery piece may be placed in the

    dead centre of the board.

    Wrecked Cars must be placed in the

    Walker zone (see map [at least 5"

    from the Survivor deployment

    edges]), and cannot be within 2" of

    each other or of the board edges.

    Barriers must be placed outside the

    Walker zone, and may not be placed

    within 2" of any other scenery piece.

    2. Walkers

    You will need a number of Walker

    models chosen to the same points

    limit as the game, rounding fractions

    up. Walkers are 15 points per model,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.

    Walkers can be placed anywhere in

    the Walker Zone, but not within 2"

    of each other and not in the deadcentre of the board. Beginning with

    the player with Initiative, players

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    take it in turns to place Walker

    models until they are all deployed.

    3. Supplies

    The players must place nine supply

    counters on the board as follows:

    First of all, place one supply

    counter in the dead centre

    of the board.

    Next, place a supply counter

    in each wrecked car.

    Finally, beginning with the

    Player with 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.

    4. Survivors

    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 pointalong the opposite deployment

    edge, as shown on the scenario map.

    Players alternate deploying their

    models until they are all deployed.

    Set Threat Level

    Position the Threat Tracker to one

    side of the board, and point the

    arrow towards position 1.

    Game Length

    The game lasts until one of the

    Victory Conditions below has beenmet, or at the end of any turn in

    which the Threat Tracker is at

    maximum.

    Victory Conditions

    The aim of the game is to collect the

    most resources. The size of the gameyou are playing determines the

    number of supply counters needed

    to win.

    GAME SIZE COUNTERS

    Up to 100

    points5

    101-250 points 6

    251+ points 7

    If, at the end of a turn, one group

    acquires the required number of

    supply counters, that side wins. If

    nobody has claimed the requisite

    number of supply counters by the

    time the Threat Tracker reaches

    maximum, the player with the most

    at that point is the winner. If bothplayers 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!

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    Reference

    Ranged Weapon Keywords

    Armour Piercing: The target must

    deduct one die of their choice from

    their defence roll when targeted by

    this weapon.

    Assault: when firing Multiple Shots

    with an Assaultweapon, the shots

    do not have to be allocated againstthe same target. Instead, shots after

    the firstwhether or not it was

    successfulmay target any model

    within the Kill Zone of the original

    target that is within range.

    Blast: You may not add your Shoot

    value to a Blast weapons ranged

    attack roll. Centre the Kill Zonetemplate on the target. Any model,

    friend or foe, even partially touched

    by the template is hit. Roll the attack

    dice for each target separately.

    MAYHEM is calculated from the

    initial target, not the shooter.

    Deadly Precision: You can choose to

    aim, and addto the ranged attack

    roll when firing this weapon.

    However, doing so will use two of

    your actions instead of one. This rule

    replaces the bonus dice for Rifles.

    Forceful: When firing at Point Blank

    range, any model wounded by this

    weapon, but not killed, is laid prone.

    Handgun: These weapons may be

    fired at the start of melee, as

    described on page 21.

    Multiple Shots (X): The number in

    brackets is the maximum number of

    shots this weapon may fire as a

    single Action.

    Reliable: Ignore the first failed

    ammo roll this weapon suffers in the

    game.

    Rifle: Rifles may fire up to a range of

    30. In addition, you can aim, and

    addto the ranged attack roll

    when firing this weapon. However,

    doing so will use two of your actions

    instead of one.

    Shotgun: After successfully

    damaging a target up to 6 away,

    Shotguns addto the number of

    health points lost. However,

    Shotguns cannot cause Headshots at

    ranges greater than 6 any !

    symbols rolled when firing at a

    target over 6" away are ignored.

    Unreliable: Roll

    after resolvingeach shot with this weapon. On a ,

    the weapon jams and may not be

    used for the rest of the game.

    Melee Weapon Keywords

    Bludgeon: After winning a melee,

    rollfor each surviving enemy. On

    a, the enemy model is laid prone.

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    Bulky: This weapon takes up both

    hand Item slots when in use, but

    only one Pack slot.

    Chain: If your model has both hand

    item slots taken up by weapons with

    the Chainkeyword, 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

    Chainweapon allows the Survivor to

    reroll one of the dice from the meleeattack roll.

    Sharp: When using this weapon, roll

    after winning a combat with a

    melee attack roll. On a , your

    enemy loses 1 extra health point.

    Stun: One Survivor wounded by thisweapon but not killed is laid prone.

    Other Keywords

    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 aSwap Items Action, and removed

    again with a further Swap Items

    Action. Tuck it slightly under the

    attached card to show it is attached.