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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 gameplay – any 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

1
How many hours are in a day when you don’t 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The world of commerce and frivolous necessity has been replaced by a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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Game Overview
The Walking Dead: All Out War Going Solo
Miniatures Game allows you to
recreate the struggle for survival in a It is possible to play The Walking
lawless new world. Groups of Dead on your own, using most of the
Survivors must face each other in a normal rules. In this case, you will
desperate fight for resources, all the only need one Survivor group,
while trying not to attract the fighting against the Walkers, and a
attention of roaming packs of few tweaks to the rules as follows:
Walkers.
As there’s only one group involved,
The game is best played with two there’s no need to roll for Initiative
players taking on the role of rival or alternate activating models. Any
Survivor groups, although it can also instruction to the ‘player with
be played solo due to the innovative Initiative’ or the ‘opposing player’ is
Event system that directs the always assumed to be the sole
Walkers around the board. Survivor player. In addition if it says
that ‘your opponent’ would get to
The aim of the game is to collect the choose or do something you get to
meagre resources from the barren do it instead.
landscape before anyone else does,
or before your group is devoured. Also, without a second player to
Time is of the essence, as the rising distract the walkers, they will all be
threat level will overwhelm you after you! When playing solo, the
unless you can keep it under control! Threat Level is increased by 1 at the
start of each turn. See Threat on
page 8.

Finally any reference to moving


Walkers in a direction of the player’s
choice on the Event cards will move
the Walkers directly towards the
nearest Survivor instead. See page
18.

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Component Overview used at the start of a game to create
evenly-matched groups of Survivors.
For more information on building a
Cards group, see page 27.

Supplies and Equipment Cards 5. Characteristics

Supplies and Equipment cards are All Survivors possess four key
very similar. The difference is in how characteristics, Melee, Shoot,
they are used. Supplies are kept in a Defence, and Nerve.
deck at the side of the board and can
be picked up during a game when a Melee, Shoot and Defence are all
Survivor searches a supply counter. expressed as a number of coloured
Equipment represents the weapons dice symbols – see page 6.
and items that the Survivors bring
with them to the fight, and is chosen Nerve is expressed as either Low,
before the game begins. Medium, or High, which determines
how much danger a character can be
1. Name in before they Panic – see page 8.

Each card will have a name to 6. Health


identify it. Most cards will be unique,
but there will be some duplicates. The health store represents how
tough a character is, and varies from
2. Type Survivor to Survivor. Each number
represents a single point of health,
This is a keyword that has no direct and this can be depleted during a
function of its own, but will interact game. It is tracked using a health
with certain other rules used in the counter.
game.
At the start of the game, place a
3. Faction Symbol health counter over the highest
number on the track, green side up.
This symbol denotes which faction
the Survivor belongs to. See page 27. Note that Walkers do not have a
health store. They only have a single
4. Points Value health point and are killed after
taking a single point of damage. Of
Survivors, Walkers and Equipment course, if you don’t hit them in the
are all assigned a points value, head, being ‘killed’ doesn’t stop
representing their comparative them for long…
worth in a fight. These values are
4
7. Keywords the Ranged Weapon, Melee Weapon
or Special Item type in each.
Some items will have keywords
listed in bold on their cards. These There are also two slots for armour,
keywords reference universal special one for the Survivor’s head, and one
rules that can be found on page 32. for their body. Each of these slots
may contain one item of the
8. Special Rules appropriate type, either Armour:
Head or Armour: Body.
This section will detail any additional
qualities or special actions that apply Finally, each Survivor has a pack,
to this character or item, if any. representing their pockets,
backpack, bandoleer, etc. This varies
In addition, some items can cause in size from 1-3 cards and can be
NOISE or MAYHEM (see page 7) used to store any item type.
when used – this will be detailed in
the Special Rules box. Items cannot be swapped between
slots without using the Swap Items
9. Leader Ability Action as detailed on page 17.

Although any model can lead your


group of Survivors, some are
particularly well suited to the task. If
a model has a Leader Ability, it is
detailed in its own box on the
Survivor card. A Leader Ability can
only be used when the model is
nominated as your group’s 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

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Dice Sheriff Badge ★. This die has many
purposes throughout the rules;
The game includes various different sometimes to randomise between
coloured dice, and these will be two equal outcomes; other times,
referenced throughout the rulebook the ★ indicates a particular effect.
and the cards using these symbols: Each use of the die will be described
individually in the rules.
 Red Walker Die ⬛
 Orange Rookie Die ⬛ Finally, the Panic die is used to
 White Survivor Die ⬜ determine the outcome when a
character panics, from running away,
 Blue Veteran Die ⬛
to screaming in terror, to going
 Black Action Die ⬛
berserk. See Panic on page 8.
 Yellow Panic Die ⬛
Measuring
Each of these symbols represents
one die that is rolled when a
All distances in this game, for moving
character makes an Action or a rule
figures, measuring weapon ranges,
is applied. For example, Rick Grimes
and determining who can hear any
has a Shoot characteristic of ⬛ and
noises made by your Survivor, are
the .38 Revolver Equipment card
noted in inches (").
adds ⬜, so if Rick made a Shoot
Action with this weapon the player The box contains a double sided
would roll one blue die and one ruler with all of the common
white die.
measurements marked for you.
The Walker, Rookie, Survivor and
Note that it is permitted (indeed,
Veteran dice all have a number of ✷ often essential) to measure
symbols on their faces to represent distances at any time, to check the
how powerful a dice roll is. Each range to a target, to avoid causing
symbol represents one “success”, MAYHEM, or simply to plan your
and the successes for all the dice models’ possible moves.
rolled at any one time are totalled to
give a final score.
Other Components
The Survivor and Veteran Dice have
With the essential components
a ! symbol on some of their faces.
introduced, it’s time to get into the
These signify Headshots, as
rules of the game. Don’t worry about
described on page 14.
everything else for now – each item
will be explained as it comes up.
The Action die has three blank faces
and three faces marked with a
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Key Concept – Noise and commotion, and can move several
times in a turn.
Mayhem
MAYHEM
Sometimes the best way to survive is
to stay quiet. Unfortunately, many When MAYHEM is caused, all eligible
essential actions are loud, bright or Walkers that are at least partially
otherwise indiscreet, and the within 8" of the source of the
commotion that they create attracts MAYHEM, immediately move in a
Walkers. straight line directly towards it (see
Moving Walkers on page 19).
There are two levels of commotion –
NOISE and MAYHEM. These will be Again, if the movement brings them
caused by various events and actions into base contact with a Survivor,
taken by the Survivors as listed in they will become engaged in melee.
the following pages. It is important
to understand the implications of Important: MAYHEM not only
these actions before deciding what attracts Walkers, but also advances
your Survivors will do. the Threat Level by 1 point. Threat is
explained fully on page 8.
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 partially
within 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

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Key Concept – Threat and Panicking for any rules that require it
and must make a Panic check before
Panic it can be activated (see page 11).

‘Threat’ is a key factor in The Panic Check


Walking Dead: All Out War,
representing the mounting tension  At the start of its activation,
and danger of fighting in walker- if the current Threat Level is
infested environments. The Threat equal to a model’s Nerve,
Tracker is a way of physically
the model must roll ⬛. On a
representing this ever-increasing
★, the model makes its
pressure. As it rises, the Walkers
actions as normal. On a
become more dangerous, the
blank, the model has failed
Survivors start to panic, and in most
scenarios, when it reaches maximum and must roll ⬛ to see what
it’s game over! As you play, you will it does this turn.
see how important it is to manage  If the current Threat Level is
the Threat to your advantage. higher than a model’s Nerve,
the Panicking model always
The Threat Tracker contains a track fails the check and must roll
of numbered spaces, 1-18. Each time ⬛ without rolling ⬛ first.
the Threat increases, the arrow is
moved one space clockwise Note: You may not choose to skip a
immediately. It can also be reduced model’s activation to avoid Panic.
by certain player actions. Typically,
the Threat Level increases whenever Panic Die Results
MAYHEM is caused, such as when a
gun is fired or when a booby trap 1. Run directly away from the
explodes! Keep a careful record of nearest enemy (only turning to avoid
the Threat Level, increasing or scenery or other enemies. Take no
reducing it as instructed. further actions.
2-3. Only perform one Action this
The Threat Tracker is divided into turn.
four sections: All Quiet (1-3); Low (4- 4. Perform the Make NOISE Action,
8); Medium (9-13); and High (14-18). then take second Action as normal.
These sections are especially 5. Perform the Hide Action if
important, as they correspond to the possible, and then take one more
Survivors’ Nerve characteristics. Action as normal.
6. The model may act normally, and
When the Threat Level is equal to or adds ⬛ to its melee attack roll this
higher than a Survivor’s Nerve, that turn.
Survivor is considered to be

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Setting Up side of the board. Put the
health counters in place on
the cards, and you’re ready
Before you can start playing, you’ll
to begin!
need to set up the game as follows:

1. Choose Scenario: A scenario


is a set of guidelines that
explain how to set up your
gaming area and miniatures,
and what you need to do in
order to win the game. The
standard scenario used for
the game can be found on
page 30, but look out for
more ways to play in future
expansions.
2. Build a Group: Agree a
points limit with your
opponent, and use the rules
on page 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 easy
reach of both players, along
with the Walker reference
card, Range Ruler, Kill Zone,
Dice and Activation
Counters.
4. Set the Scene: Follow the
setup instructions as listed in
the chosen scenario.
5. Assemble Forces: Take the
Survivor and Equipment
cards chosen in step 2, and
place them face-up at the
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The Game Turn 1. The Initiative Phase
Once you’ve set up the gaming area Initiative is an important concept in
and your models, you can start. The The Walking Dead: All Out War; it
game is structured around a strict dictates who goes first in each phase
turn sequence, comprising several of the game, and often who resolves
‘phases’, explained step-by-step in certain events and special situations.
the rules that follow. Once this
sequence ends, assuming no one has In the first turn of the game, the
achieved the scenario’s victory scenario rules will inform you which
conditions by that point, the turn is side has the Initiative, and that
over and a new turn begins. Play player should place the Initiative
continues in this way until the game counter next to their Survivor cards
ends – usually because the Threat as a visual reminder.
Level has reached its maximum, or
one Survivor group has been wiped In subsequent turns, the player with
out. Initiative must pass the counter to
their opponent so that it alternates
The Turn Sequence between players as the game goes
on.
1. Initiative Phase
2. Action Phase Who is the ‘Enemy’?
3. Event Phase
4. Melee Phase Throughout these rules you will see
5. End Phase 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 opponent’s
Survivors or one of the Walkers.

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2. The Action Phase Panic Check

In this phase, all of the players’ When activating a model, the first
important manoeuvring and actions thing you must do is check the
take place – notably moving, current threat level. If the threat
shooting and searching for supplies! level is the same as or higher than
the activated model’s Nerve, the
model must make a Panic check (see
Action Phase Breakdown
page 8) before it is activated.
1. Player with Initiative activates one
model and performs two actions. Actions
2. Play passes to second player, who
activates one of their models. Unless it is engaged in melee or has
3. Play continues alternating in this failed a Panic check, when activated,
way until all models that can activate a Survivor model can perform up to
have done so. two different actions from the list
below, in any order.
Beginning with the player who has
the Initiative, players take it in turns  Move
to activate one of their Survivors. If  Shoot
one side has more models than the  Search
other, all excess models are  Hide
activated at the end of the phase by  Stand Up
their owning player, one at a time,  Hold Your Nerve
until every model that can act has  Swap Item
done so. Each Survivor model can  Make NOISE
only be activated once per turn.  Special Action

If a model is engaged in melee (by an Note that if any rule requires a


enemy model or Walker moving into character to perform a specific
base contact with it) before it has a Action (such as Panicking) that will
chance to act, then it may not be count as one of its two for the turn.
activated in this phase.
Prone Models
When activated, every Survivor
model can perform two different Some rules will refer to ‘prone’
Actions, in any order. Once a model models. This means that the model
has been activated, place an is lying down and should be laid on
Activation Counter on its Survivor its side. A prone Survivor can only
card to remind you that it has acted perform Move (but only at a Sneak)
this turn. or Stand Up actions.
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Move Moving Across Scenery

During a Move Action, each model The card scenery in the game depicts
must choose to Sneak or Run, using various obstacles. These cannot be
the distances below. crossed by Walkers, but some can be
traversed by Survivors.
MAX ADDITIONAL
DISTANCE EFFECTS Barriers: These can be climbed as
SNEAK 4" None part of a Survivor’s movement. Roll
Creates ⬛. A ★ means the climb is successful
RUN 8” – place the model on the other side
NOISE
of the barrier and continue moving if
A model does not have to move the able to. A blank means the model
entire distance indicated for the remains in place and its Move Action
chosen move – it can stop short if ends. A model may never end its
you wish. move on top of a barrier. A Survivor
in base contact with a barrier may
Survivors do not have to move in choose to defend it in melee, as
straight lines – they can move in any described on page 25.
direction as long as their total
movement doesn’t exceed the Cars: These are impassable terrain –
distance for the type of Move Action a model cannot climb this scenery,
they are performing. and must go around it. If there is a
supply counter on the car, a Survivor
Survivors may not move through needs only be in base contact with
other models, friend or foe. the car to search it (as described on
page 16).
Models may not move into base
contact with an enemy (either Supply Counters: Supply counters do
Walker or Survivor) unless it wishes not impede movement at all –
to fight them in melee later – Survivors and Walkers can move
otherwise, keep enemy models at around or over them freely – they
least 1" away from each other to be are simply counters used to mark the
clear. As soon as base contact is positions of essential supply stashes
made, the model is engaged in or discarded Equipment.
melee, and its activation ends.

Running, as shown on the chart


above, creates NOISE – see page 7.

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Shoot centre of the shooter’s base to the
centre of the target’s base – if
another model’s base breaks that
If a Survivor has a Ranged Weapon
line, the target is obscured and
Equipment card in their hand, it can
cannot be shot. Otherwise, the
use this Action to fire the weapon at
target can be seen and shot at.
an enemy. The shooting model can
target any model, provided that the
Scenery does not block line of sight
target is within range and line of
unless the target is prone behind it,
sight.
although it does provide cover (see
page 15).
Only one ranged weapon can be
used to shoot as a single Action,
even if a Survivor carries two. Ranged Attack Roll

Range Once an eligible target has been


established, it is time to make your
ranged attack roll. Simply take the
Range is measured from the edge of
dice listed on the weapon card, add
the shooter’s base to the nearest
the dice from the Survivor’s Shoot
edge of the enemy’s base.
value (if any), and roll them all
together, counting up the total
Unless specified on the card, all
number of successes.
ranged weapons are assumed to be
able to shoot up to 24”.
The target model must then make a
defence roll. Simply take the dice
When using the standard 20" square
granted by its Defence value, adding
gaming mat, don’t worry about
any bonuses from its Equipment
measuring range – just assume that
cards, cover (see page 15) and other
weapons with a range of 24” have an
special rules, if applicable. Roll them
unlimited range. If playing on a
all together, counting up the total
larger gaming area, however, you’ll
number of success.
need a tape measure or long ruler to
measure the upper range accurately.
Compare each player’s number of
successes. If the ranged attack roll
Some weapons gain bonuses if the
has more successes than the target’s
range is less than 6" (or ‘Point
defence roll, the target has been
Blank’), as detailed later.
wounded. If the scores are equal or
the defence roll has more successes,
Line of Sight there is no effect.

To check line of sight, simply draw


an imaginary straight line from the
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Taking Damage If a target model is reduced to 0
health points as a result of the
When a Walker is wounded, it is laid attack, and a Headshot was rolled,
prone. A prone Walker cannot no prone Walker model is placed.
perform any actions, but it may be The model is removed from play
able to get back into the fight later immediately – there’s no coming
(see page 26). back from a headshot!

When a Survivor model is wounded Walkers that suffer any damage


by an attack, it immediately loses from an attack that rolls a Headshot
heath points equal to the difference are removed from play.
between the two scores. For
example, if the ranged attack roll Casualties and Equipment
had 4 successes, and the defence roll
had 2 successes, the target would As soon as a Survivor is removed
lose 2 Survival Points (4-2=2). from play, any Equipment cards it
was carrying are lost. Perhaps they
For each health point lost, move the are trampled into the mud in the
counter one space to the right. If the confusion of the fighting, or broken
counter ever reaches 0, the Survivor and rendered useless. In any case,
model has been killed. It is dead, for Equipment cards are not left behind,
all intents and purposes, although its and may not be picked up by other
body may rise later to become a models. Supply counters, however,
Walker! Replace the Survivor with a are dropped where the model fell –
prone Walker. the first is placed on the spot where
the model died, and the others are
Headshots (!) placed in contact with the first, or as
close as possible to it.
Survivor Dice and Veteran Dice have
a Headshot (!) symbol on some
faces. These symbols do not add to
your total successes in any way.
However, if you successfully wound
an enemy, and the dice show one or
more Headshot symbols, you’ve
caused critical damage against your
target.

Against Survivors, every Headshot


symbol increases the number of
health points lost by the target by 1.

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Additional Shooting Rules roll ⬛. On a ★, you hit the intended
target. On a blank, however, you hit
Cover one of the other combatants – your
opponent chooses which one is hit.
If your ranged attack passes over any Once the target is established, make
scenery (not supply counters) before the ranged attack roll as normal.
it hits the target, then the target
model is in cover. Models in cover Multiple Shots
add ⬛ to their defence roll when
resolving that ranged attack. Some weapons and special skills
allow the shooter to take multiple
Prone Models shots as a single Action. You may opt
to fire fewer shots if you wish, unless
You can shoot at a prone model the weapon card specifically forbids
following all of the usual shooting it. Each shot is resolved separately,
rules. However, if a model is prone one at a time, following all of the
and also in cover, it cannot be usual rules. All the shots must be
targeted by ranged attacks at all, as taken against the same target.
it cannot be seen.
As this is a single Action, NOISE or
MAYHEM is only calculated once,
Out of Ammo!
regardless of how many shots are
taken.
If the ranged attack roll includes one
or more blanks, you must
immediately roll ⬛. On a ★, there is
no effect. On a blank, however,
you’ve just fired your last round of
ammunition! Resolve this shot as
normal, but flip the Weapon card
over to show that it is out of ammo.
The weapon may not be fired again
in this game until you find more
ammo and reload.

Shooting into Melee

There is nothing to stop you from


shooting at a model that is engaged
in melee. Choose your target
following the normal rules. However,
before making the ranged attack roll,

15
Other Actions No matter how many counters a
searching Survivor is in contact with,
only one may be picked up per
Search Search Action.

Any Survivor model in base contact


Hide
with a supply counter, and not
engaged in melee with an enemy,
In some situations, a model may
may search for supplies. A model
rather duck behind cover than do
cannot search if there is an
anything else, even if it leaves them
unengaged enemy model also in
exposed to attack later. A model
base contact with the counter.
may Hide if there are no enemies
within their Kill Zone (see page 18),
Draw the top card from the Supply
and it is in base contact with a
Deck. If it is an item the Survivor may
scenery piece. This may provide
put it into one of their free item
cover from shooting attacks (see
slots, or swap it with an item they
page 15).
already hold. It is treated exactly like
an Equipment card. Any items that
If a model wishes to Hide, it
they then do not have space for or
becomes prone. It may attempt to
choose not to take are discarded.
stand up again during its next
activation if you wish.
If the card is an Incident!, then the
instructions on the card must be
applied immediately. Stand Up

Once the search has been resolved, A prone model may Stand Up by
remove the supply counter from the spending an Action. Stand the model
board and place it onto the upright, and it may then act
Survivor’s card. It does not take up normally.
an item slot.
Hold Your Nerve
Supply counters that have already
been searched or have been This Action may only be attempted if
dropped after the death of a the current Threat Level is equal to
Survivor are placed with the or lower than the model’s Nerve
SEARCHED face showing. These value. The model rolls ⬛ – on a ★,
counters will not allow the player to reduce the current Threat Level by 1.
draw another supply card when
searched.

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Swap Items

This Action allows a Survivor to


rearrange the Equipment cards they
are 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
item – it 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.

17
3. The Event Phase more eligible targets are equidistant
from the Walker, the player with
Initiative decides who it will attack.
Once every model has acted, it is
time to see what the Walkers will do
If there are no Survivors under the
this turn. Survivor models rarely get
Kill Zone template, or all eligible
to act in the Event Phase; instead,
targets cannot be attacked, then the
players work against each other to
Walker does not move, and instead
control Walkers and resolve various
is free to move elsewhere should the
special event cards.
Event cards allow it.

Event Phase Breakdown Draw an Event Card


To keep things clear, the Event Phase
The player with Initiative then draws
follows a strict two-step sequence:
the top card from the Event Deck,
and immediately applies the results.
1. Kill Zone. Walkers that are very The results vary according to the
close to Survivor models lunge into current Threat Level– make sure to
melee. apply the correct result.
2. Draw an Event card. Random
events are resolved.
Some Event cards require you to
increase the Threat Level before
The Kill Zone resolving the event. This may result
in the Threat Level increasing to the
You must first work out if any next band, meaning that the card’s
Walkers are sufficiently close to a rules will become deadlier.
Survivor to attack them directly. This
is established by centring the Kill Note that this instruction is in
Zone template on each eligible addition to any increase at the top!
Walker model (see page 19). If there
are any Survivors at least partially Some cards will have the Remains in
beneath the template, the Walker is Play keyword. This means that the
immediately moved into base card is left face-up next to the board
contact with the nearest Survivor. and the effects apply continuously
until the card text tells you to
If the nearest Survivor is already fully discard it. Otherwise, Events are
surrounded, or unreachable for discarded after resolving them.
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
18
Key Concept – Moving Walkers never attack other Walkers.
Instead they pass through other
Walkers Walkers in their path, as long they
have sufficient movement to end
Throughout the rules and cards you their move without their bases
will see the term eligible Walker. overlapping. If a Walker would finish
This term applies to any Walker that its move with its base overlapping it
is not currently prone or already in instead stops in contact with the
base-to-base contact with an enemy. other Walker.
These Walkers will be eligible to
move when an Event card or other If a Survivor is in the Walker’s path,
rule requires it. the Walker will move into base
contact with that model. When
Walkers always move at a Shamble moving Walkers into base contact
(6"), and they always move in dead with a Survivor, it is always
straight lines, usually towards a considered reasonable to ‘shuffle’
model, source of MAYHEM, or in models around slightly to allow
some other direction specified by additional Walkers to attack, as long
the rules. If a rule requires a Walker as the Walkers had enough
to move towards another model, it movement left to reach the target.
moves towards the centre of that However, if there is no space at all
model’s base. left to engage a Survivor (without
overlapping bases), then the Walkers
Walkers cannot pass over or through must stop short of their target.
scenery, and will stop instantly when
they contact a piece of scenery (note Event Cards
that this may result in combat
against a Survivor that is defending a If an Event card specifies that more
barrier, as explained on page 25). than one Walker must move, the
first is moved by the player with
If a Walker starts its move already in Initiative, and then the players
contact with a scenery piece, it will alternate until all required Walkers
move around the scenery by the are moved.
shortest possible distance to reach
its target. This is the only time a If both players are instructed to
Walker may deviate from its straight move one or more Walker models
line movement. during an Event, they must choose
different models – a Walker model
Walkers ignore supply counters. cannot be moved more than once by
a single Event card, and this includes
Walkers entering play.

19
Sometimes there may not be enough Not Enough Walkers?
eligible Walkers to fulfil the
instruction on the Event card (for If the Threat gets too high, you may
example, you may be told to move soon find that you don’t have
three Walkers, but there are only enough Walker models to bring into
two standing, unengaged Walkers in play! While you’re always likely to
play). If this happens, the remainder have one or two to hand based on
are taken from any spares you have, those removed from play or not
and they enter play as described being used in a given scenario,
below. chances are in larger games you’ll
run out. You can purchase booster
Finally, if it is ever unclear which packs of Walkers, along with
Walker should move (due to two or additional Event cards, from Mantic
more being equidistant when Games.
activated, for example), the player
with Initiative chooses which Walker If an Event card requires more
moves in that instance. Walkers to enter play than you have
to hand, bring on as many as you can
Walkers Entering Play and then increase the Threat by 1.

Several Event cards require Walkers


to enter play. Regardless of the
number specified, the procedure for
doing this is always the same. Take
the requisite number of spare
Walkers. Beginning with the player
with Initiative, take one of the
Walkers and place it in base contact
with the board edge of your choice.
The Walker may not be placed
within the Kill Zone of a Survivor.
Once it is placed, the other player
does the same, until all of them have
been placed.

It is quite possible that, using this


method, you could finish the game
facing more Walkers than you
began!

20
4: The Melee Phase Splitting Combats

Once the Event phase has been When several Walkers are in contact
resolved, it is likely that one or more with several Survivors from the same
models will be in base contact with side, then the player who controls
an enemy, and must therefore fight! those Survivors must split the
combat. The result must either be a
single Walker fighting a single
Melee Phase Breakdown Survivor, a single Walker fighting
multiple Survivors, or a single
1. Advance Threat Level Survivor fighting multiple Walkers.
2. Split Combats Nudge the models apart slightly to
3. Establish Order of Combat make it clear which Walkers are
fighting which Survivors.
Choose each melee in turn and then:
This rule cannot be used to take a
1. Resolve Handgun attacks Survivor out of melee altogether – if
2. Resolve Melee a model is engaged, it must fight!
3. Push Back
4. Resolve Damage
Establish Order of Combat
Every model in base contact with an
Melee is resolved separately for
enemy model in that melee will
each group of models in base
fight, striking simultaneously. If you contact. If there are several groups
don’t have enough dice for both
of combatants on the table, the
players to roll all at once, simply take
player with Initiative decides the
it in turns and keep note of your
order in which combats are resolved.
scores. When fighting against
Walkers, your opponent rolls the
dice on their behalf. Resolve Handgun Attacks

Weapons with the Handgun


Advance Threat Level
keyword may be fired in the Melee
phase. To do so, simply declare that
At the start of the Melee Phase, if
you are using the handgun instead of
any models are engaged in melee,
attacking. If several models in the
increase the Threat Level by 1. The
same combat wish to shoot, the
level increases by just 1 point
player with Initiative picks one of his
regardless of how many models are
own first, and then the other player
fighting.
does likewise, alternating until all
shots are fired.

21
The Survivor makes a normal ranged Survivors are poor fighters, or are so
attack that must target one enemy well-equipped with armour that they
model in base contact. have a better chance of surviving
melee if they fight defensively rather
There is no need to randomise who than offensively. Before making a
is hit if there are other friends in the melee attack roll, a player must
fight, and only a single shot can be choose whether the models on their
taken, regardless of how many the side will attack or defend. The player
weapon can normally fire. with Initiative always chooses first. If
both players opt to defend, no blows
If the shot kills the opponent or lays are struck.
them prone, this may mean that the
Survivor with the handgun is no If several models on the same side
longer engaged in melee. As this is are involved in the combat, they
not a melee attack, the enemy must either all choose to defend, or
model is not pushed back. This all attack – they cannot split their
means if it stands up again before dice between attack and defence.
the shooter moves again they will be
engaged in combat again. Needless to say, Walkers can never
choose to defend!
If the model that fired is still
engaged after the shot is taken, it Unlike ranged attacks, a model does
may only choose to defend in the not have to have a Melee Weapon
following melee. If other models on card in order to attack in Melee – as
the same side wish to attack rather long as it has one or more dice listed
than defend, then the firing model under its Melee value, it can kick,
contributes no dice to the combat. punch and head-butt without a
weapon! However, some models are
As always, gunfire may cause such poor combatants that they
MAYHEM and any Walkers attracted have no Melee value. These models
into the fray do take part in the can only attack in melee if they have
melee. These new combatants may a weapon or rule that grants them
require combats to be split again as dice. If they have no such weapon
detailed on page 21. This must be and/or bonus, they can only choose
done before any further melee takes to Defend in melee.
place.
The Melee Attack Roll
Resolve Melee
To make a melee attack, a player
Most Survivors will choose to attack must roll the number and type of
their opponent with whatever they dice specified by their models’
have to hand. However, some Melee characteristic, adding any dice
22
indicated on their Melee Weapon Push Back
cards and special rules, if applicable.
As soon as a winner is determined,
If a model has several melee the losing models are instantly
weapons, it must choose one before pushed 1” directly away from the
any dice are rolled: it cannot add the winners, by the shortest possible
bonuses from more than one route, as shown.
weapon to its Melee value.
A model cannot enter base contact
If a model has chosen to defend, it with an enemy model as a result of
instead takes the dice equal to its being pushed back. If a model
Defence value, plus any bonus dice it cannot be pushed back due to the
is entitled to thanks to its armour or proximity of other nearby miniatures
other Equipment. or scenery, all of the winners are
pushed back instead, exactly as if the
All models on the same side roll their losing model had won the fight.
dice together, and each side totals
up the number of successes scored. Resolve Damage
The side with the highest roll is the
winner. If the combat is drawn, a
Models are wounded in the same
‘winner’ must still be determined for way as described for Shooting on
the purposes of Push Back as page 14, with the difference in
detailed below, even if there are no
successes determining the number
other effects. In the case of drawn of health points lost.
combats, use the following criteria
to determine who pushes back the
If a defending model wins a melee, it
enemy:
may not cause any damage against
its opponents – it merely pushes
 Survivors always beat them back as it fends them off.
Walkers
 Survivors with the Initiative
Single Combatants Damaging
always beat other Survivors.
Multiple Opponents
Note: If a model is required to roll ⬛
If a single combatant beats multiple
as part of its attack (because of a
opponents, the player that won the
weapon rule or other special rule),
melee may divide the total amount
the ★ is not counted as part of the of damage caused between all
melee attack roll. The Action Dice is enemies in base contact – it may all
only rolled when a winner has been be allocated against the same
established – the winning side rolls model, or split freely between them.
any Action Dice it is entitled to, and
the additional effects are applied.
23
Headshots in Melee Additional Melee Rules

Headshots apply as for Shooting on Walkers Outnumbering


Page 14. If you roll multiple
Headshots as part of your melee Lone Walkers are slow and lethargic,
attack, you can only allocate one and don’t pose much of a threat, but
Headshot to each enemy model in in groups they become more
the combat. If there are more slain animated as they smell fresh meat,
enemies than Headshots, you will and drag down an unsuspecting foe
just have to settle for knocking down with sheer weight of numbers.
the remainder instead!
If there is only one Walker in a
Bitten! combat, it rolls its Melee value as
normal – 1⬛. A second Walker in the
Whenever a Survivor loses one or same combat, however, rolls 2⬛;
more health points to an attack by the third Walker rolls 3⬛, and so on,
Walkers but is not removed as a
up to a maximum of 5⬛.
casualty, the player rolling for the
Walkers must roll ⬛. On a blank,
For example, Rick is engaged in
there is no further effect. On a ★ melee with three Walkers. He has no
however, you must immediately flip melee weapon, and thus only rolls
the victim’s health counter over so
⬜. The Walkers roll a total of 6⬛
that the red Bite symbol is face up.
(1+2+3=6)! Rick has a tough fight
The latent infection that all Survivors
ahead.
carry has been accelerated. This may
have severe repercussions for your
Survivor later! See page 26.
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 do


not fight as a side in their own right
when joining a fight between rival
Survivors. Instead, Walkers add their
24
dice to one of the Survivor sides’ Defending Barriers
melee rolls. In a three-sided combat,
Walkers do not gain the Walkers Any model in base contact with the
Outnumbering special rule. long edge of a barrier is in melee
with any enemy on the other side of
When Walkers are in base contact the barrier (touching the opposite
with Survivors from just one side, yellow border).
their attack dice are added to the
opposing side’s roll. When both sides To gain a bonus for defending a
are in contact with Walkers, the barrier, eligible models must choose
player with Initiative chooses who to defend in combat. While
each Walker attacks this turn. defending a barrier, the model adds
⬛ to its defence roll. Note that
A side that benefits from Walkers’ models do not gain the defence
attack dice cannot choose to defend. bonus if they are also attacked from
If for any reason any of them must behind (with no barrier between
defend (having just fired a Handgun themselves and the attacker).
for example), the Walker will attack
as normal and the defending If models on both sides are able to
Survivors will roll no dice. defend a barrier, the player with
Initiative must declare their intent to
Prone Combatants do so first. As always, if both sides
choose to defend, no blows are
If an attacker is not engaged in struck.
melee with any standing opponents,
it may instead make a melee attack Although they may fight in melee,
roll against a prone model that it is Survivors behind barriers are not
in contact with. The prone model considered to be in base contact
may not attack back, but may defend with enemies on the other side of
(even if it is a Walker). If the attacker the barrier for movement purposes.
beats the defence roll of the prone They may move away from enemy
model, the prone model is removed models touching the same barrier in
from play immediately. their Movement phase as normal.

Although they can be attacked if Walkers cannot defend barriers and


they are in contact during the Melee are considered engaged with
phase, prone models do not stop enemies on the other side.
enemy models from simply
disengaging and moving away during
their activation.

25
5. The End Phase End of Turn

Once all melee is over, it’s time to Any special rules in play that require
see if any prone Walkers get back up checks or effects ‘at the end of the
again, and see if infection starts to turn’ should be applied now. If there
set in for the bitten Survivors. are several of these, players should
take it in turns to resolve them,
beginning with the player with
The Dead Return
Initiative.
The player with the Initiative
The turn is now over. Start a new
chooses each prone Walker in turn
turn, beginning with the Initiative
and rolls ⬛ for each. On a ★, the Phase on page 10.
Walker 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 roll ⬛ for each model that


has been bitten during the game. On
a ★, there is no effect, and the
Survivor 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
model’s Equipment is lost, and the
Walker is treated just like any other
from this point on. Supply counters
are placed on the board where the
Survivor fell as detailed on page 14.
26
Survivor Groups their card. These models can
be chosen as part of any
group. However, others have
The following section provides
an allegiance to a particular
guidelines for shaping your
leader or location,
collection of miniatures and cards
represented by their faction
into a hard-bitten group of Survivors.
symbol. A group can only
contain Survivors from a
Points Matches single faction, as well as
neutral characters.
Groups are chosen to a set ‘points  One model must be selected
limit’, agreed in advance by the two as the group Leader (see
players. Simply select the Survivors page 28).
and Equipment you want to use,  You may never have more
using the points values printed on than one version of the
the cards, with a total of no more same named character
than the agreed limit. (Officer Rick Grimes and
Veteran Rick Grimes, for
If each group comprised around (but instance) in a group. Note
no more than) 100 points of models, that in some games
we would refer to this as a ‘100- opposing players may have
point game’, because both sides are the same character in their
chosen to a 100-point limit. groups.
 You may never purchase
We recommend sticking to nice, more Equipment cards for a
round increments for your games: model than its available item
100, 150, 250 points, and so on. A slots allow.
100-point game can be usually be Note – don’t forget to leave
played in less than an hour, while a room for any items that you
300 point game may take most of may need to pick up on the
the afternoon. board.
 There may be other
Group Limits restrictions listed on your
chosen cards.
There are a few limits and
restrictions to what you can select. Character Types
Each group must abide by the
following rules: Each Survivor card will list a
character type. This feature serves as
 Many models in the game a handy indicator of your Survivor’s
are neutral, and will not specialisms and group composition.
have a faction symbol on If you have lots of Bruisers, for
27
example, then your group is geared Orders may be given once per turn,
towards melee. A group with a good immediately before the Leader
mix of Character Types will be well- performs any actions themselves,
equipped to take on all-comers. and may be given to a single friendly
model in their Kill Zone that has not
A character’s type has no rules of its yet acted. The Leader may not give
own, but will interact with other an order to themselves.
rules in the game. The Character
Types are as follows: Roll ⬛. On a blank, there is no effect.
On a ★ however, when the chosen
Bruiser: Favours melee combat and model is activated, it will gain one
feats of strength. extra Action in this Action phase,
following all of the usual rules.
Tactician: Best at threat
management and coordinated If the recipient of an order is of the
efforts. same type as the Leader (i.e.
Tactician, Bruiser etc.), do not roll ⬛
Marksman: Favours ranged combat. – the model automatically gains the
extra Action.
Support: Provides boosts, medical
aid or just moral support to the Unique Leader Abilities
group.
Some Survivors make better leaders
Runner: An expert scavenger, quick than others, and change the way
on their feet. your group plays on the tabletop by
virtue of their unique leadership
The Group Leader style. This is represented by the
Leader Ability listed on their Survivor
Every group needs someone to lead card. This ability only applies if that
it: you must nominate one model Survivor is chosen as your group
from your collection as the Leader. Leader; otherwise it is ignored.
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.
28
Scenarios during a game unless some special
rule specifically allows it.
Games of The Walking Dead: All Out
War Miniatures Game are structured Victory Conditions
around scenarios, which provide a
variety of gaming set-ups, special Every scenario lists the criteria you
deployments and victory conditions. must achieve in order to win the
game. This might be as simple as
If you’re new to the game, we highly wiping out the opposing Survivor
recommend playing through the group, or scoring points by inflicting
scenarios presented in the Quick casualties and grabbing supplies.
Start Guide, using the models and
cards provided in this boxed set.
Later, as your experience and
collection of models grows, try out
the additional rules presented here
to choose your own groups.

Each scenario will list any required


models or scenery along with
instructions on how to set
everything up ready to play.

The Gaming Area

You will need a flat surface on which


to place The Walking Dead: All Out
War game board. The board is often
referred to as the ‘gaming area’. As
your collection grows, you might find
that you need a larger board to
accommodate the extra action! We
recommend the following sizes:

GAME SIZE GAMING AREA


Up to 300
20" square
points
301+ points 40" x 20"

A note on boundaries: The edge of


the gaming area cannot be passed

29
Scenario: The Walking 1. Scenery
Dead For each full 20" square section of
board you are using, you will need 4
This scenario is a generic set of rules Wrecked Cars and 6 Barriers.
that can be used for games of all
sizes. Narrative scenarios or games Divide the scenery evenly between
with alternative objectives can be the players. Beginning with the
found in future expansions. player with Initiative, take it in turns
to place the pieces in the gaming
Two groups have located a large area in the following order. No
cache of potentially invaluable scenery piece may be placed in the
resources, and will stop at nothing to dead centre of the board.
claim the supplies for themselves.
Unfortunately, the resources are in Wrecked Cars must be placed in the
the midst of a swarm of Walkers, Walker zone (see map [at least 5"
and reaching them will be far from from the Survivor deployment
easy… edges]), and cannot be within 2" of
each other or of the board edges.
Survivor Groups
Barriers must be placed outside the
Before the game, the players must Walker zone, and may not be placed
agree on a points limit to play to. within 2" of any other scenery piece.
They then each select Survivors and
Equipment totalling no more than 2. Walkers
this limit, as described on page 27.
You will need a number of Walker
Setup Initiative models chosen to the same points
limit as the game, rounding fractions
One player should roll ⬛. On a ★, up. Walkers are 15 points per model,
they have Initiative for the setup so in a 50-point game you would
part of the scenario. This is used to need 4 Walkers, while in a 300-point
determine elements of the game game you would need 20. This boxed
setup, described below. set contains 12 Walkers, for games
up to 180 points.
Setup Instructions
Walkers can be placed anywhere in
the Walker Zone, but not within 2"
Insert map with captions, showing
of each other and not in the dead
Survivor deployment edges (long
centre of the board. Beginning with
edges if a bigger board) and walker
the player with Initiative, players
deployment zone.

30
take it in turns to place Walker Game Length
models until they are all deployed.
The game lasts until one of the
3. Supplies Victory Conditions below has been
met, or at the end of any turn in
The players must place nine supply which the Threat Tracker is at
counters on the board as follows: maximum.

 First of all, place one supply Victory Conditions


counter in the dead centre
of the board. The aim of the game is to collect the
 Next, place a supply counter most resources. The size of the game
in each wrecked car. you are playing determines the
 Finally, beginning with the number of supply counters needed
Player with Initiative, take it to win.
in turns to place the
remaining counters. These GAME SIZE COUNTERS
must be placed within the Up to 100
Walker Zone, but not within 5
points
2" of another counter. 101-250 points 6
251+ points 7
4. Survivors
If, at the end of a turn, one group
The player with Initiative chooses a acquires the required number of
deployment edge and positions the supply counters, that side wins. If
first of their models so that its base nobody has claimed the requisite
is touching any point along that number of supply counters by the
edge. The other player then time the Threat Tracker reaches
positions one of their own models so maximum, the player with the most
that its base is touching any point at that point is the winner. If both
along the opposite deployment players have the same number of
edge, as shown on the scenario map. counters, the game is a draw.
Players alternate deploying their
models until they are all deployed. If one group is wiped out before
either can achieve the objective,
Set Threat Level then the surviving group wins by
default!
Position the Threat Tracker to one
side of the board, and point the
arrow towards position 1.

31
Reference Handgun: These weapons may be
fired at the start of melee, as
described on page 21.
Ranged Weapon Keywords
Multiple Shots (X): The number in
Armour Piercing: The target must brackets is the maximum number of
deduct one die of their choice from shots this weapon may fire as a
their defence roll when targeted by single Action.
this weapon.
Reliable: Ignore the first failed
Assault: when firing Multiple Shots ammo roll this weapon suffers in the
with an Assault weapon, the shots game.
do not have to be allocated against
the same target. Instead, shots after Rifle: Rifles may fire up to a range of
the first – whether or not it was 30”. In addition, you can aim, and
successful – may target any model
add ⬛ to the ranged attack roll
within the Kill Zone of the original
when firing this weapon. However,
target that is within range.
doing so will use two of your actions
instead of one.
Blast: You may not add your Shoot
value to a Blast weapon’s ranged
Shotgun: After successfully
attack roll. Centre the Kill Zone
damaging a target up to 6” away,
template on the target. Any model,
Shotguns add ⬜ to the number of
friend or foe, even partially touched
health points lost. However,
by the template is hit. Roll the attack
Shotguns cannot cause Headshots at
dice for each target separately.
ranges greater than 6” – any !
MAYHEM is calculated from the
symbols rolled when firing at a
initial target, not the shooter.
target over 6" away are ignored.
Deadly Precision: You can choose to
Unreliable: Roll ⬛ after resolving
aim, and add ⬛ to the ranged attack
roll when firing this weapon. each shot with this weapon. On a ★,
However, doing so will use two of the weapon jams and may not be
your actions instead of one. This rule used for the rest of the game.
replaces the bonus dice for Rifles.
Melee Weapon Keywords
Forceful: When firing at Point Blank
range, any model wounded by this Bludgeon: After winning a melee,
weapon, but not killed, is laid prone. roll ⬛ for each surviving enemy. On
a ★, the enemy model is laid prone.

32
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 Chain keyword, they use both
weapons to unleash a flurry of
blows. You must choose just one
weapon to attack with as normal.
However, the presence of a second
Chain weapon allows the Survivor to
reroll one of the dice from the melee
attack 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 this


weapon 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 a
Swap Items Action, and removed
again with a further Swap Items
Action. Tuck it slightly under the
attached card to show it is attached.

33

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