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THE WALKING DEAD: NO SANCTUARY v2.

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SETUP – BASE GAME
1. Choose scenario and place Scenario Sheet on setup side up.
2. Set up the Group Sheet with Morale and Threat tokens.
3. Prepare Token Pools and Dice.
4. Choose Survivors:
a) Use Survivor (non-ally) side of Survivor Sheet (see “Allies” if using ally)
b) Place 5 survivor tokens next to Survivor Sheet and 1 next to Group sheet
c) Shuffle your deck
5. Prepare Search Card deck:
a) Form one deck by combining N cards of each type as indicated on the Scenario Sheet
b) Then shuffle and split into [N piles] and do Objective step
6. Prepare Objective Cards:
a) Shuffle the cards indicated on the S.S. then shuffle 1 into each Search Deck created in previous step
7. Follow Special Setup rules as per Scenario Sheet (Walkers, starting spaces, etc.).
a) Flip Scenario Sheet and place group marker on objective 1 and locks on the other objectives
8. Determine Leader randomly.
9. Draw 3 cards and take 1 Trust.

[reserved]

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THE WALKING DEAD: NO SANCTUARY v2.0
GENERAL REMINDERS
 Defiant Card = Played by player causes Leader 1 stress; played by Leader lose 1 trust
 A single Building = 1 or more spaces grouped together and surrounded by Walls (orange lines).
 Range and Line of Sight = Range is unlimited unless a card says otherwise. Measure LOS from center to center;
may not cross Walls (orange lines); except shooting out of building.
 Trust = You must have at least 1 Trust for another player to trigger your Survivor Ability via Survivor Token.
 Exert X = Discard that many cards.
BARRICADES & OBJECTIVES ALLIES – RIVALS -- STRANGERS
Barricades Allies (One player controls the ally)
 Place along walls; each wall can hold 3 max.  Takes turn after controlling player.
 # of Walkers DOES NOT EXCEED barricades =  Approach matches the controlling Survivor’s (unless
Walkers are knocked down. changed as per below).
 # of Walkers EXCEEDS = remove 1 barricade. If more  Use basic Action or Ally Sheet Action + Maneuver.
barricades remain, Walkers are knocked down;  Ally Sheet Actions: may only use the one matching
otherwise they move into the space normally. the controlling player’s Approach. However, Ally may
 Do not affect human figures. spend 1 Trust to choose a different Special Action
(and presumably Approach is changed as well
Objective Cards possibly causing stress to the Leader).
 Found but linked to a locked Objective Stage: place  Ally Exerts: that Ally instead gains 1 Exert Token
back on Search deck face up with Lock Token on it. (regardless of the Exert value). Discard 1 when healed
 Search deck with Lock Token: cannot be interacted (regardless of Heal value). If Ally gets 3rd Exert token,
with. (Survivors must draw from the other Search Game Over, Man!
decks for the required Objective.)
 Removing Lock from Search deck: unlock the Rivals
Objective Stage linked to the locked face-up  In setup, put out Rivals sheet and Activation card
Objective Card, then remove the Lock Token. “Active” side faceup (unless otherwise directed).
 In Event Phase, Rivals will activate the action on their
GROUP TENSION player sheet corresponding to the card color that the
When to Resolve Group Tension Leader played that turn.
 Anytime required to suffer/discard/place a
component (Resource, Walker, Trust) and unable. Strangers
 Survivor cannot suffer Stress due to maxed out.  In setup, put out Strangers sheet and Activation card
 Stranger is defeated. “Active” side faceup (unless otherwise directed)
 Introduce a new BASIC action, "Rescue (interact)":
Effect of Resolving Group Tension rescue a stranger and/or place a Focus token on the
 Reduces Morale by 1 unless EACH Survivor discards 1 Strangers player sheet which the players can then
Trust. Optional. Leader makes final decision FOR ALL. use. See Stranger Sheet.
 A single negative effect can only trigger one  Strangers Activation Card: perform each step of the
occurrence of Group Tension, regardless of how Strangers Activation Card, in order, during the
many conditions could not be fulfilled. Special Rules Step of the Event Phase.
 Place rescued Strangers in the Rescue Pool space.

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THE WALKING DEAD: NO SANCTUARY v2.0
RESOLVING ACTION ROLLS
1. Create Action Pool:
a. Collect Action Dice equal to your character’s Action stat: Attack - Coordinate - Interact
b. Add 1 Stress Die for each Stress Token on your Survivor Sheet
c. Add 1 Stress Die if there are 1+ walkers in your Space
2. Roll Dice
3. Trigger Exert Results:
a. If your played Survivor Card has Exert Bonus matching the Action, change each Exert to a success
b. Otherwise, may Exert 1 to change 1 Exert result to a success. May repeat
4. Trigger Focus: You may spend 1 Focus token to change 1 Focus result to a success.
5. Apply Successes: For each success, resolve 1 success effect. Each effect may be resolved multiple times.
6. Resolve Threat Results: For each Threat result, advance the Threat Track by 1.
7. Resolve Fear Results: For each Fear result, resolve the Fear effect on the card you played this turn.
8. Gain Focus: Gain 1 Focus for each unused Focus result. May not have more than 5 Focus tokens.

ACTIONS: Get Effect + any  effects MANEUVERS


Grapple (ATTACK): MOVE:
Effect: Knock down 1 enemy in your Space  Move 2 Spaces [orthogonally] or stand up
Knock down 1 enemy in your Space  Exert 1 for each ready walker in your starting space
Defeat 1 downed enemy in your Space
HIDE:
Search (INTERACT):  Reduce Threat by 1
Effect: Draw 1 Search Card from your Building  Then, if no enemies in your Space, discard 1 Stress
Draw 1 Search Card from your Building
Gain 1 Resource of your choice FOCUS: Gain 1 Focus

Assist (COORDINATE): RESOURCE MANEUVERS: [Discard 1 …]


Effect: Gain 1 Trust Food: to Heal
Choose 1 other Survivor to gain 1 Focus and Ammunition: to raise Threat by 1 and defeat 1 Walker
you gain 1 Trust within LOS
Choose 1 other Survivor within range 1 to Material: to place Barricade on wall in your Space
discard 1 Stress and gain 1 Trust

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THE WALKING DEAD: NO SANCTUARY v2.0
ROUND SEQUENCE
Planning Phase: B. Event Phase:
1. Each player draws 1 Survivor Card. 1. Special Rules: Strangers, Rivals, and any other
2. Leader draws 2 Event Cards: special scenario rules.
a. Play 1: Becomes active Event 2. Event Step: If the Active Event has no Survivor
b. Neglect 1 (discard): Resolve effect now Tokens on it, the Leader suffers 1 Stress.
A. Survivor Phase (turn order): C. Walker Phase: See below
1. MUST play 1 Survivor card (DEFIANT causes Leader D. Objective Phase:
1 Stress/1 Trust). 1. Resolve each effect of Active Objective Step.
2. MAY then perform 1 Maneuver AND/OR 1 Action 2. Move forward if able; activate one-time Objective
in any order: Step immediate effect.
a. Basic action (check for Exert bonus on card) 3. The Leader MAY pass the Leader token; MUST pass
b. Card action if fully Stressed.
c. Basic maneuver
3. See ALLIES. May also cause Leader 1 Stress.

WALKER PHASE
1. Corpses reanimate into knocked-down Walkers. SWARM: Walkers adjacent to human figures
d. Ready Walkers move into space. If more than one
2. Each Ready Walker activates as per below (then target space, use current Map card direction.
knock down to show as activated).  See Barricades
SHAMBLE: Walkers with no human figures nearby
OVERRUN: In same space with human figures (Survivors, e. Move 1 space towards nearest human. If choice
Strangers, or Rivals) of direction, use current Map card direction.
a. Each Survivor:
 Exert X = # of Ready Walkers 3. Ready All Walkers: Stand up knocked-down Walkers.
 Players may choose to share the Exert X
b. Each Stranger: 4. Flip and Spawn New Walkers per Threat Track:
 Knocked down = immediately defeated => a. If YELLOW space, flip Map card and spawn
resolve Group Tension REGULAR Walker.
 Ready = knocked down. If Survivor(s) present, b. If RED space, flip Map card and spawn SPECIAL
that Survivor(s) Exerts as per a. above (group Walker.
may divide) c. Shift Threat track to left for each Walker spawned
c. Each Rival: and repeat as necessary until 0.
 If no other human figures in space, each Rival
defeats 1 Walker (Ready Walkers first)
 Then any remaining Ready Walker defeats 1
Rival
 A Rival figure is only affected by Walkers if no
other type of human figure is in its Space

SURVIVOR TOKENS
 You do NOT start with your tokens available to you. Your cards will instruct you to a) place them on map or b)
give them to other players or c) gain them. Then they are discard as instructed by cards or special Survivor
Ability (if you have at least one Trust) to use them.
 Allies do not use survivor tokens.

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