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Read This First

Quick Start Rules


Welcome to The Walking Dead: All Out War. This booklet will take you through the
basic rules of the game and allow you to get playing in dead-quick time.

To do this, some of these rules may be slightly different to the main rulebook. While
youre learning, ignore anything that is not specifically mentioned in this booklet you
can learn the rest of the rules later once youve mastered the art of killing Walkers!

There is also a small chance that you will come across situations not covered by this
booklet. If this happens, think about what Rick would do. Make a judgement on the
most sensible solution, and do that!

Components
Range
Ruler

4 Cars
Threat Tracker Kill Zone
15 Walker
points

Rulebook Quick Start Guide Outnumbering: A single Walker in a


combat rolls its Melee value as normal
(1 ). A second Walker in the same
combat rolls 2 ; the third Walker rolls
3 , and so on, up to a maximum of 5 .

35
12
POI
NT 20
10
POI
NT Initiative 6 Barriers Walker Reference 11 Dice
Token
S
Rick Grimes PATRICKS SAN

Card
50 POINT S
ATLANTA CAMP LEADER
Derek
CAR
20 POINT S
SCAVENGER DRA
POINTS SCAVE POINTS SCAVE
TACTICIAN
NGER LEADE
R L Gr BRUISER NGER
LIA
BRUISER CYNTH
IAN im RUNNER M
A
SUPP SURVIV
es SUPP
ORT OR ORT

-
HIGH HIGH MEDIUMMED
MED IUM
IUM LOW

Doe Ple
ever s this Gu ase! Do
yone mea rrgl
Were n e nt
good peop else? I get ! No
! No
but wer le, we to ca Nimble: ar rg
e
well do desperate and are,Stay Calm!: rr y Were willing to take our chances going
she may At the start of h!
Blood Ties: If what Be More a gu on the roll
backconta road isnt a mele Were makingNeag
Carl ever
Grimes is in the Rick may
it Afrain . On aan option.e inclu gh
same group as Rick, and istake
ct and , she move ding Sand
s perform
within this :inAny dnow
of Me a stand here.
by the at least ra,
frien like shortest 1
away s
out
his Kill Zone, Rick gains to his place of adly
Hold
mode models route possi from all curreof base
melee attack and defense rolls. Yourwithi n Dere l
Nerve if nece
ssary). ble (mov nt enem
Kill Roll
action. ks ing throu ies,
Zone uses gh
andhis Nervethe
reduce
insteLevel value
Threat ad of its
byown.
that many
points.

Rick Carl Derek Liam Sandra Patrick 12 Walkers


6 Survivor Cards

ASSEMBLY INSTRUCTIONS
Punch out all of the counters and scenery 10 Activation 10 Health 9 Supply
from the card sheets. Counters Counters Counters

Insert the plastic + 1Alarm!


THREAT
+1
Pandemonium
Too
Roamers
Quiet
THREAT
REMAINS IN PLAY
All Quiet: Each player rolls and

spinner into the


All Threat Levels: All Quiet All&Quiet
Low Threat:
& Low Threat:
The Each
moves that The
many player with
eligible Walkers
Initiativeinchooses Walkers
a Car player
suddenlymovesstop
one
and eligible
nothing Walker 10 10 12
Baseball Bat 18
Lucky Hat
Hatchet
9mm PistoL Booby Ammo
TrapFootball
Reload Pads
Lurker
a direction of (or
theirother
choice. MELEE WEAPON
ARMOR: POINTS
HEAD
MELEE WEAPON
RANGED WEAPON INCIDENT!SPECIALARMOR:
ITEM
seems BODYINCIDENT!
aretoin happen.
aCars
direction
Addof1their
to thechoice.
POINTS POINTS POINTS

Resource Hub if there no CARL GRIMES ONLY 10"


in play).Low Threat
If possible, Level.
Threat:itEach
must be onerolls
player
that has and
no Survivors
moves thatwithin
many6". eligible
Walkers in a direction of their
Medium
Medium-High Threat:
Threat: Each
The player rolls
groans

Threat Tracker, as
The carschoice.
alarm Then,
goes off, Walkers
creating enter play.
MAYHEM instantly. get louder.
The car willand moves that
Add 2 to the Threatmany eligible
Mediumagain
cause MAYHEM Level.
Threat: Walkers
at the
Eachstart in a direction
of
player rolls of their
every Event phase until a choice.
and moves Survivor
that many eligible
moves into contact
Walkers in with it and uses
a direction of their Adds to melee
Each timeAmputate,
attack Dual Wield.
Carl is Handgun,
reduced Reliable. Attachment
The searching modelReduce(Ranged
suffers damage
The taken
searching model suffers
a Searchchoice.
action Then,
to shut it off. Onceenter play. to 0 health points, roll
1 Adds . attack
to ranged a ranged attack with from
Weapon). Discard a this
melee
melee attack
attacks bywith
1. and
Walkers roll. Bruisers may Adds
reroll to melee
= Carl roll.
is not removed,
attack roll. and the Blast
card keyword. Then to
as an action may only defend. The attack
the alarm has been shut off, Highdiscard
Threat: Each player rolls per melee
and isattack.
instantly restored discard this card.
reload the attached is subject to the Bitten! rule.

shown:
this card.
High Threat: Playersand moves
move all that many eligible to 1 health point. On a Increase the Threat Level by
blank he is dead as usual. weapon.
eligible Walkers in Walkers in a direction
a direction of of their 1 and discard this card.
their choice. Then,choice. Walkers
Then, Walkers enter play.

15 Event 8 Equipment 16 Supply


enter play.

1 Cards Cards Cards


Tutorial Part 1 - Learning to Survive

The sun is setting, and Derek has sent 4. Shuffle the Event and Supply card
Sandra and Patrick on a last-ditch supply decks and place them face-down
run before it gets dark. Theyve come at the side of the gaming area.
across a cache of food in an abandoned Only use the cards from the deck
warehouse, but its surrounded by Walkers! with the symbol.

This game can be played solo, or co-


operatively with one player taking
Sandra and the other taking Patrick.

Setup 5. Put the Walker reference card,


You will need to set up the game as follows: Threat Tracker, Range Ruler, Kill
Zone template and dice within
1. Define a 10" x 10" playing area on
easy reach.
a flat surface.
6. Turn the dial on the Threat
2. Gather the components in the
Tracker to position 4. TURN SEQUE
1. Action Phase
NCE (PAGE
10)

diagram above.
models, and
1. Player (page
11): models. blocks line
with Initiative of sight to prone
model. The
2 different
model may activates a Attack Roll MOVING WALKER
S (PAGE 19)
perform up
2. Opposing Actions. to Shooter rolls An eligible
3. Alternate player activates a models Shoot dice from Weapon standing
Walker is
card and and unengageone that is
activated
until all models model. Target rolls value. Walker d.
. have been dice from movemen
and Armor its with the player t is alternated
2. Event Phase cards if any, Defense value with Initiative. , starting
appropria Walkers
1. Walkers (Page 18): te: adding Cover
if Walkers
always move
6 in straight
will attack o for each will
Survivor in barrier passed a Survivor, stop if they hit scenery lines.

3. Place the supply counters,


their Kill the closest o for each but may move
2. Draw an Zone. over. or
Event Card. car passed Walkers. through other
Total over. Walkers
Increase Make any on both sides.
at the top, Threat If the shooter already in
section of then resolve will move contact with
loses health has more , the around it scenery
Threat Level.the card matching

Once youre ready to


target possible by the shortest
the If the target equal to the difference route.
3. Melee Phase has more
or it is a draw,.
Each Walker
may only
1. If there (Page 21): effect.
Resolve no
per Event be
card (including moved once
is any melee, any entering Walkers
play).
Level by
1. increase
Threat by the shot. NOISE or MAYHEM If there
2. Split combats caused are too few
Note: A fulfill an instructio eligible Walkers
is on one so that only Survivor may
shoot into n, any surplus to
or both sides. one model Roll before play.

Survivor models and Walker


must fight. the attack melee. enter
All models you hit. roll to see When a
3. Player who card says
with = intended they must Walkers
order in which Initiative chooses target of opponent target, blank be enter play,
melees are the s choice. = table edge, placed in contact
4. Resolve not within with
resolved. Zone. a Survivors any

begin, it can be useful to


each melee. Kill
4. End Phase HEADSHOTS
(Page27): (!) (PAGE
1. Roll
for each Against 14) RESOLV ING MELEE
Survivors Handgun (PAGE
Models with 22)
stands up, prone
blank = no Walker. = it extra damage. , each ! inflicts
one Handgun
Attacks:
2. Roll effect. If the attack may a
for each
Bitten model. kills the Survivor, rolling. Resolvefire it in melee before
effect, blank removed they this like a
and cannot

models onto the playing area in


= lose 1 health. = no MAYHEM
3. Resolve
any end Walker. come back are occurs as Shoot Action
4. Check of turn effects. as a shooter is normal. If
scenario Against still in melee the
5. Pass Initiative for victory condition Walkers, may only after the shot,
any ! will defend. it
counter to s. the model remove Attack/D
6. Start a opponent permanen efend: Survivors

have the back cover of the


new turn. . damage. tly if it takes attack or
any defend, rolling choose to
Panic (Page Any Survivor Defense dice their Melee
respectiv
8) that rolls o Player with ely. or
Importan Weapon must a ! with a
t: Check Ranged o All models Initiative decides
a model. before activating blank = out then roll . = on the same first.
If Threat > of ammo no effect, same. side
Panickin Nerve, model cannot fire the weapon do the
g. Roll is Only one until reloaded. o Models
. with no Melee
Flee!: Run ! may be defend.

the positions shown.


8" in a straight allocated dice must
away from model in to each o Walkers
the line, directly melee.
further Actions.nearest enemy. Take Bites: If always attack.
no Walkers cause
Terrified any !, the damage and
!: Only perform Survivor is roll
NOISE AND
this turn.

rulebook in front of you


one Action Health counter. bitten turn
MAYHE
Quiet!: Only Prone Combata over its
this turn, perform one
Action
Importan
t: NOISE M (PAGE 7) only defend. nts: Prone
and it may resolved and MAYHEM models
MAYHEM
.
not cause
NOISE or immediat
ely after are are permanenIf they take damage, may
causes them, tly removed. they
Scream!: before other any Action that Barriers:
more Action. Make NOISE, then NOISE:
Closest eligible Actions. on the other
A Survivor
fighting
+1 Threat. take one 10 moves Walker side of a barrier an enemy
Berserk!
: MAYHEM towards the NOISE. within bonus if gains a
melee attack. Act normally, and : Add it defends.
+1 Threat. add to then all eligible 1 to the Threat
Level, Melee Roll
move towards Walkers within 10 Each side
adds up all
ACTIONS (PAGE the MAYHEM
. or Defense dice from

too, for a handy reminder


11) OTHER ACTION values and Melee
Move that grants any equipmen
Search Shoot Search:
Take
S (PAGE 16) together.
extra dice,
rolling them t
Stand Up Hide base contact. one supply counter Total
in on both sides.
Swap Item Hold Your o Neither most is the The side
Nerve the counter winner. with the
Special searching nor the
Action (from Make NOISE model may o In a draw,
Survivors
cards etc.) enemy. be touching and the player beat Walkers,
an
MOVE (PAGE o Draw top opponent with Initiative
12)
beats the
SEARCHE
card of Supply
deck unless All models .
D side is on
o Resolve showing. pushed back the losing side are
MAX Incident!
DISTANC ADDITIO immediat cards If the winners 1".

of the rules.
E NAL ely, otherwise were attacking
SNEAK EFFECTS equipmen take side loses , the losing
4" Hide: Lay t. health
in rolls, distributeequal to the difference
None the model
RUN o Model must prone. player chooses. d as the winning
8"
creates NOISE scenery and be in contact with If the winners
Climb Test: Kill Zone. have no enemies no effect. were defending
in their , there is
ends Move. Roll . = success, Stand Up:
Runners pass blank Stand a prone
automatic Hold Nerve: model upright.
SHOOT (PAGE
ally.
Level by Roll . Going Solo
13) 1, blank = = reduce
Importan no effect. Threat The single
t: A o Cannot player
has a Ranged model may only be and any reference always has Initiative
shoot if it Panicking done if model is
Weapon. Make NOISE: . or the opponent to either the
Swap Items: Model makes player. refers to the player
Line of Sight: NOISE. single
shooters Drawn from between Model may Increase
center move items the
base
Models block to center of targets of Survivors
slots, and
give items each turn. Threat by 1 at the
base. in its Kill to friendly end of
provides line of sight. Zone. Any Event
Cover (see Scenery cards referring
below) to direction to a
standing of the
Walkers towardsplayers choice
the nearest move
instead. Survivor

2
Playing the Game
The Walking Dead: All Out War is played in
a series of turns, each of which is broken
down into the following phases:

1. Action Phase players activate


their Survivor models, moving
them around the table. However, This is an important choice to make, as
the Walkers may react... NOISE will draw the Walkers towards you,
2. Event Phase the Walkers are but Sneaking to stay quiet will take longer
activated and will move toward to cross the table.
your Survivors.
3. Melee Phase all hand-to-hand Survivors do not have to move in straight
fighting is resolved. lines they can move in any direction up to
4. End Phase dead Walkers can the distance listed in the table.
rise again, and you check to see if
youve done enough to win! Survivors may not move through other models.
If a Survivor comes into contact with an
We will now play through turn 1, going enemy at any point it will immediately
through the phases one by one. Each phase stop and make no further Actions.
will finish with an example for your first
game simply follow this step by step.
NOISE
1. ACTION PHASE Staying silent is an essential skill when
trying to avoid the Walkers, but it is not
Survivors are activated one at a time, each
always possible!
making two different Actions they may
not make the same Action twice. There will
When NOISE is caused:
be more options later, but for your first turn
Measure 10" from the NOISE.
we will talk about how to Move.
Pick the closest, standing Walker
not in base contact with a Survivor
Move that is at least partially within range
(Note: this is referred to as an
The Move Action allows Survivors to travel eligible Walker).
around the gaming area. When moving, It immediately Shambles 6" in a
each model must choose to either Sneak or straight line directly towards the
Run, using the distances below. NOISE.
MAX ADDITIONAL If the movement brings it into contact
DISTANCE EFFECTS with a Survivor, it will stop. Walkers
will move through other Walkers.
SNEAK Up to 4" None This is done immediately after the
NOISE is caused, so it can stop
Creates
RUN Up to 8" Survivors from making a second
NOISE
Action.
The range ruler has these distances marked The red side of the ruler has these
on it. Choose a direction, and place one end distances marked for your convenience.
of the ruler in contact with the models base.
Pick up the model and move it, placing it
behind the marker for the distance you
want to move.

3
Take the template and hold it over each
Tutorial Action Phase 1 eligible Walker on the table so that the
Walker itself is fully visible through the
Try taking your first Action phase now. hole in the middle.
Give both Sneaking and Running a try
and see how the effects work differently. If there are any Survivors at least partially
Follow our example: beneath the template, the Walker is
immediately moved into contact with the
nearest one.

If there are no Survivors under the Kill Zone


template, the Walker does not move.

2. Draw an Event Card


Next, draw a card from the Event deck.
This will affect the movement of the
Walkers on the table, and this is also where
the Threat Tracker will come into play the
cards will have different effects depending
on the current Threat.
Patrick Sneaks towards the supply counter on
the far right. As Sneaking is silent, this will not Read the card, and apply the results that
affect the Walkers. relate to the current Threat Level.
Sandra decides to Run towards the counter
In this game, the Threat Level started at
on the left so that she can get there quicker,
but this causes NOISE. The closest Walker is position 4 Low Threat, so you would
Walker A, so it will move towards Sandra. Its apply the result following the Low Threat
6" move is enough for the Walker to move into heading.
base contact, and so it will fight her in the
Melee phase later. Some Event cards require you to increase
the Threat Level before resolving the
Once youve decided where to move, event. This may result in the Threat Level
its time for the Event phase. increasing to the next band, meaning that
the cards rules will become deadlier.

2. EVENT PHASE Moving Walkers


In the Event phase, all manner of dangerous
things can happen as the Walkers shamble Event cards usually require you to move
around the table. The phase has two parts: Walkers around the table. The number of
Walkers is often determined by the roll of a
1. Check Kill Zones die. For example, if a card said Each player
2. Draw an Event Card rolls and moves that many eligible
Walkers, you would roll a blue die, and
pick a number of Walkers to move equal to
1. Check Kill Zones the number of symbols rolled.
Each Walker on the table IMPORTANT: Because the Tutorial is
has a Kill Zone an area played solo, without an enemy force, there
in which no matter how are some changes to how the cards work.
quiet you are, you will All Walkers moved by Event cards in this
still be attacked! The Kill game must move towards the nearest
Zone template is used for Survivor rather than a direction of the
this. players choice.
Kill Zone Template

4
Moving Walkers - Key Points includes Walkers entering play.
Walkers always move at a Shamble (6"). If there are not enough standing,
They always move in straight lines. unengaged Walkers on the table
to fulfil the cards instructions, any
Walkers may move directly through
surplus Walkers will enter play from
other Walkers and supply counters,
the edges.
but may not stop on top of them.
Walkers will stop if they come into Walkers Entering Play
contact with a Survivor. If for example a card says Walkers
When moving Walkers into base enter play, you would roll a white die
contact with a Survivor, it is always in the same way as if you were moving
considered reasonable to shuffle Walkers. However, instead of moving those
models around slightly to allow already on the table, you must take extra
additional Walkers to attack, as long Walkers from the game box and place them
as there is room. anywhere on the edge of the gaming area.
They may not be placed within the Kill
Each Walker may only move once Zone of a Survivor.
for each Event card drawn, and this

Tutorial Event Phase 1


Take your first Event phase now. When you draw an Event card, have a look through
the deck at the different results, and how dangerous they can get at higher Threat
Levels. Follow our example Event phase:

1. Check Kill Zones


The Kill Zone template is placed over the two standing Walkers who are not currently engaged - B
and C.Walker B has no prey within reach, but Walker Cs template overlaps Patrick. It is moved into
contact with him.

2. Draw an Event Card


Then an Event card is drawn from the deck The Hunger. This card increases the Threat before it
is resolved, so the dial is turned to position 5. The Threat Level is still Low, so the Low Threat result
from the card is resolved, moving a single Walker. As only Walker B is still eligible, this one is moved
towards the nearest Survivor, Sandra, stopping when it comes into contact.

5
3. MELEE PHASE
Walker Outnumbering
In the Melee phase, all models in base
contact with an enemy will fight. As this When there are multiple Walkers on
is so dangerous, if there are any models one side of a melee, they roll a number
engaged in melee the Threat Level is of dice shown in the table below:
increased by 1 at the start of the phase.
WALKERS DICE
Melee is resolved separately for each
group of models in contact. 1 1

The first step is to work out which dice to


2 3
roll. Every model has a set of values on
their card. The two that we are looking for
here are Melee and Defense. 3 6

4 10

5 15

As you can see, getting swamped


by a herd can spell death for your
characters better to take the Walkers
These values are shown as a number of on one at a time!
dice. Each model will roll this many dice
and compare to their opponents roll to see
who wins.

Before rolling any dice, players must The Melee Roll


decide whether their models will attack or
defend, which will determine which value Once you have chosen to attack or defend,
they use. take the number of dice shown on your card
and roll them. If there are multiple models
Attacking is the only way to damage on one side of a melee, their dice are rolled
an enemy model. together. You will also need to roll for the
Walkers, although in two-player games
Defending can give you a better your opponent will do this for you.
chance of surviving an attack, but
you cannot harm your opponent. All of the dice rolled will show a number
of symbols add these up to get a total
All models on one side of a melee must score for each side.
do the same thing, and they roll their dice
together. Walkers can only attack in melee The side with the highest total is the
they cannot defend. winner. If the result is a draw, Survivors will
always beat Walkers.

Dont put the dice aside just yet youll


need to refer to the results in a minute.

6
Push Back For each point of damage on a Survivor,
move the Survivors health counter one
Any models that lose a melee are space to the right. If the counter reaches 0,
immediately pushed 1" directly away from the Survivor is dead. Replace the Survivor
all of the models they had been fighting. with a prone Walker.

If a model cannot be pushed back due to Headshots ( ! )


the proximity of other nearby miniatures
or the board edge, the winning models are You will see that the dice also have a
pushed back instead. Headshot (!) symbol on some faces. These
symbols do not add to your total, but are
the only way to permanently kill a Walker.
Resolve Damage Walkers that suffer any damage from
an attack that rolls a ! are removed from
Compare the dice totals from the previous
play.
step. The difference in these scores is the
damage done to the loser. For example, if
If a Survivor is killed as a result of an attack
the winning roll had 4 successes, and the
that rolled a !, no prone Walker model is
losing roll had 2 successes, the loser would
placed theres no coming back from a
take 2 damage (4-2=2). If a defending
headshot!
model wins a melee, it does not cause
any damage.
If you roll multiple Headshots as part of
your melee attack, you can only allocate
When a Walker takes any damage, it is laid
one Headshot to each enemy model.
prone. Put the model on its side. It may be
able to stand up again later.

Tutorial Melee Phase 1


Take your first Melee phase now. Try rolling the dice for each melee a couple of times to
see what different results you can get. Heres how our example Melee phase turned out:

There are models in melee, so the Threat Sandra decides to defend. She is fighting
Level is raised by 1 point. The player two Walkers and has a better chance of
chooses to resolve Patricks melee first. success with her Defense value of white
dice are stronger than red ones. She rolls
His Melee value is , and the Walkers the die and gets a total of 2, along with a
Melee value is . Patrick rolls his die and Headshot (!). However, she is outnumbered
gets a total of 1, and the Walker rolls a by 2 Walkers, rolling 3 dice. This results
blank no successes at all! Patrick is the in a total of 3 successes. Despite Sandras
winner, and he pushes the Walker 1" away. lucky headshot, Sandra is the loser and
The difference in the dice scores is 1, so is moved back 1". The difference in the
the Walker takes 1 point of damage. This scores is again 1, but this time its Sandra
is enough to knock it down, but not kill it who takes the damage. Her health counter
outright. is moved one place to the right.

7
4. END PHASE Search
In this last phase of the turn, its time to see The Search Action allows a Survivor to
if the players have done enough to win! collect a single supply counter, and find
However, first they need to see if theyve any useful resources that might be hidden
done enough to keep the Walkers down. there. To Search,
The Searching model must be in
For each prone Walker on the board, contact with the counter.
including any Walkers that used to be Neither the Searching model nor the
Survivors, roll a black die ( ). If you roll counter can be touching an enemy.
a , the Walker model is placed upright
again, and will be free to act next turn. On a When a Survivor searches a counter, take it
blank, it stays prone. and place it on their Survivor card to show
that they are carrying it.
Now the players check for victory. In this
starter game, victory is achieved when the Then, draw the top card from the Supply
Survivors are holding all three of the supply Deck to see what else youve found. Most
counters at the end of the turn. Note that the cards in this deck represent equipment that
Survivors can still win even if one of them can be used by the Survivor in the game.
has died.
Some however will cause an Incident! The
instructions for these will be detailed on
Tutorial End Phase 1 the card. Ignore any reference to the Bitten
rule for now.
Your first End phase should be very
quick, as you wont have had time to Note that if a Survivor is killed they will drop
win yet. All you need to do is roll for any supply counters they were carrying
each prone Walker. place them on the board in the spot where
the character died. These can be picked up
again by other Survivors, but will not grant
new equipment place them with the
Searched face upwards and do not draw a
Supply card when they are searched.

Equipment
In our example game, there is one prone Equipment cards are placed next to your
Walker, knocked down by Patrick. The black Survivor card, and will have text explaining
die is rolled and comes up blank, so the how they are used. Most common will be
Walker will stay down for now.
Melee Weapons that add dice to your attack
roll in the Melee phase, so you will be more
likely to beat your opponent. A Survivor
may only use one Melee Weapon at a time.
TURN 2
In this turn you will be able to reach the Attacking Prone Models
Supplies, so youll need to learn about a
new Action type Search. The final rule that you may come across
in your second turn is the ability to attack
models that are already on the ground.
If you do this, the prone model may only
defend in Melee. If it loses the Melee, it is
automatically removed from the table.

8
Tutorial Turn 2 1. Action Phase: Sandra is already touching
a supply counter, so she makes a Search
Now you know the basics, try a few more turns until Action. She places the counter on her
you manage to collect all the supply counters, or die Survivor card, and then draws a supply
trying! When youre finished, play the whole game card, revealing Hockey Stick. She uses
through again, trying different tactics. Once youre her second Action to Sneak towards the
counter in the middle.
confident with the rules, its time to move on to the
second part of the Tutorial. Heres how we got on in So that he can get to the final counter
our game: this turn, Patrick Runs. The closest
Walker, C, is prone, so the NOISE
1. Action Phase instead draws the next nearest,Walker
B. It has not yet reached him, so he can
use his second Action to Search. He
draws the Lurker card there is a
Walker hidden amongst the supplies!
He suffers a melee attack with two red
dice, rolling a 2. He can only defend in
response, and using his Defense value
of rolls two blanks. This is a
difference of 2 points, and so Patricks
health counter is moved two places to
the right. The Threat is increased by 1
and the Lurker card is discarded.

2. Event Phase: Patrick is now within


Walker Bs Kill Zone, and it moves
2. Event Phase into contact. Then the Pandemonium
card is drawn, increasing the Threat
to 8. The Low Threat result is resolved.
Firstly, a blue die is used to move the
Walkers, rolling a 2. The remaining
eligible Walker, A, is moved towards
the nearest Survivor, Sandra, stopping
when it reaches her. As this was the
last eligible Walker on the table, an
extra Walker (D) is placed onto the
edge of the table instead, in a position
of the players choice. Lastly, a white
die is rolled, resulting in a 1, bringing
on one more Walker (E).

3. Melee Phase: Again there is Melee, so


3. Melee Phase the Threat is increased to 9, reaching
Medium. Armed with a Hockey Stick
granting an extra red die, this time
Sandra defeats the Walker that has
attacked her. In addition, she rolls a
Headshot (!), killing the Walker outright.
Patrick isnt as successful his melee
ends in a draw. He is able to push the
Walker back, but does no damage.

4. End Phase: A is rolled for the


4. End Phase prone Walker and it stands back
up. Finally, checking the victory
conditions, Patrick and Sandra still
have one counter to collect, so they
will need to survive a third turn
before they can win.

9
Tutorial Part 2 - Surviving on Your Own
On the outskirts of Atlanta, Rick is teaching 3. Place the scenery pieces, supply
Carl to shoot, and the noise of the gunshots counters, Survivor models and
has drawn the Walkers a bit too close. Walker models onto the playing
However, the Walkers werent the only area in the positions shown.
ones nearby a rival group has turned up, The cars, supply counters and
hoping for an easy score. Walkers must all be within the
central area, at least 5" from the
This second game is for two players, one Survivor edges.
taking Rick and Carl, and the other taking 4. Shuffle the Event and Supply card
Dereks gang. In this game you wont just decks and place them face-down
be fighting the undead there are other at the side of the gaming area.
Survivors to battle for supplies too! This time you should use the full
decks.
5. Put the Walker reference card,
Setup Threat Tracker, Range Ruler, Kill
Zone template and dice within
You will need to set up the game as easy reach. Turn the dial on the
follows: Threat Tracker to position 1.
1. Define a 20" x 20" playing area on
a flat surface. This game will use a few more rules than
2. Gather the components in the last time well go through these in the
diagram below. Note that this next few pages. In this game you will be
time, some of the characters start free to try out all of the rules yourself -
the game with items already make sure you play through a few times
equipped. to become familiar with everything.

10
INITIATIVE NEW ACTION SHOOT
Now youve got two groups of Survivors, its If a Survivor has a Ranged Weapon, it can
time to learn about Initiative. use this Action to fire it at any unengaged
enemy within range and line of sight. A
Instead of a player activating Survivor may only use one Ranged Weapon
all their models at once, instead at a time.
players take it in turns to activate
one model at a time. The player
who goes first is the player with Range
Initiative. In this game, the The range of the weapons in this game is
player controlling Rick starts 10" use the range ruler and measure
Initiative Token
with Initiative, and should be from the edge of the shooters base to the
given the Initiative counter. In subsequent nearest edge of the enemys base to check
turns, the player with Initiative must pass that a target is close enough.
the counter to their opponent in the End

Line of Sight
Phase so that it alternates between players
as the game goes on.
To check line of sight, simply draw an
In addition to Survivor movement, Initiative imaginary straight line from the center
is also used to alternate Walker movement of the shooters base to the center of the
after drawing an Event card. targets base if another standing models
base breaks that line, the target is obscured
SCENERY and cannot be shot. Otherwise, the target
can be seen and shot at.
In this game you will see that there is

Ranged Attack Roll


scenery on the table cars and barriers.

Scenery cannot be moved through by any Once you have a target, the Shooting attack
model. Survivors can move around it freely, is done in the same way as a Melee attack.
but as Walkers always move in straight The shooting model takes the dice listed on
lines, they will stop whenever they hit the weapon card, adds the dice from their
a scenery piece. This can be used to the Shoot value, and rolls them all together. The
Survivors advantage, by using the scenery target model then makes a Defense roll.
to hold back the Walkers advance when
NOISE is made. The results are compared, and the target
model will take damage equal to the
Walkers already in contact with scenery difference, just like a melee attack. If the
at the start of their move will move around Defense roll was higher than the Shoot roll,
it by the shortest route possible. no damage is done. Headshots will affect
the target as usual.
EVENTS Out of Ammo!
Dont forget, now that you have two players, If a ranged attack roll includes any
you can move the Walkers in a direction Headshots, you must immediately roll
of your choice, should the card say so. . On a , there is no effect. On a blank,
However, so can your opponent! however, youve just fired your last round!
Resolve this shot as normal, but the weapon
may not be fired again until you find more
ammo and reload.

11
Cover
Scenery does not block line of sight
NEW RULES EXAMPLE
although it does provide a Defense bonus.
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.

MAYHEM
Now that there are guns in play, there will be
a lot more noise to draw the Walkers. Louder
noises such as gunshots are called MAYHEM,
and weapons that cause MAYHEM will have Ricks player has the Initiative, and can
this on their card: activate a model first. He chooses Rick. Rick
is armed with a 9mm Pistol, and shoots at
Derek, who is 6" away and therefore in range.

The pistol rolls , and Rick adds his Shoot


value of to the roll. Derek has a Defense
value of to dodge the attack, and because
MAYHEM works like NOISE, but instead Rick is shooting over a car to hit him, he can
of drawing the closest Walker it will draw
add a bonus to the roll.
every eligible Walker within 10". In addition,
it will raise the Threat Level by 1. Rick rolls a total of 3 successes, and Derek
rolls 2. The difference is 1, and so Derek

NEW ACTION HOLD NERVE


takes a point of damage and moves his health
counter one space to the right.
This Action allows a model to reduce the
Threat Level, to try and limit the effect of the
dangerous Event cards. The model rolls
on a , reduce the current Threat Level by 1.

VICTORY
The winner is the player who holds the most
supply counters when the Threat Tracker
reaches maximum. If either player is wiped
out before this happens, their opponent wins
by default. If both players have the same
number of counters, the game is a draw. Ricks 9mm causes MAYHEM. This will cause
all three nearby Walkers to move directly
Now youve learnt some new rules, its worth towards him. Walker A comes into contact
playing through a few times, and once youre with the car, and stops in its tracks. Walker
familiar with one group of characters, swap B moves directly into Rick, and will fight
sides with your opponent to see how you fare him in the Melee phase. As Derek is directly
between Rick and Walker C, its movement
with the opposing group. However, it doesnt
will take it into contact with Derek, and he
stop there. The Walking Dead: All Out War will have to fend it off instead of Rick.
is all about building up your own group of
Survivors check out the main rulebook and Finally, the MAYHEM increases the Threat
the rest of the range for more! Level by 1.

12

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