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Welcome to Trial by Fire, a competitive play expansion to The Walking Dead: All

Out War Miniatures Game. In this booklet, you will find a series of competitive
play scenarios designed specifically for the Trial by Fire tournament but also great
for regular games as well. You will also find new and amended rules, designed to
add an extra level of balance to your competitive games.
Trial by Fire Rules

The following rules are additions to those • Veteran Skills are limited to one per
found in the All Out War core set, or in Survivor.
some cases modify standard rules. Where • Equipment cannot be exchanged or
there is any contradiction between a core swapped among Survivors between
rule and a rule found in this pack, the pack scenarios.
takes precedence.

ELIGIBLE SURVIVORS
SURVIVOR GROUPS
Some of the scenarios introduce a unique
• Use the Core Rules (page 28) to create special action that is central to the main
and equip your Survivors up to a objective and requires a Survivor with a
maximum of 300 points. certain amount of strength and coordination
• The nominated leader of your group must in order to be successful. A Survivor with
be a Tactician character type. the necessary attributes is referred to as an
• Your Survivor Group can only contain Eligible Survivor.
Survivors from a single faction group, Eligible Survivors EXCLUDE: Carl Grimes,
along with any Neutral Sur vivors. Sophia, Duane, Billy & Ben, Susie & Rachel
Though, the Turncoat Veteran Skill may (plus any additional characters with the
be used to include a survivor who would Just a Kid special rule), Survivors with
not normally be eligible with your amputations, Survivors mounted on a horse
primary faction. and characters with the Beast special rule.
• The Survivors in your group cannot be
changed. The campaign rules introduced
in the Miles Behind Us expansion will not EVENT & SUPPLY CARDS
be in effect and no experience, supplies
or injuries will be carried over in- Trial by Fire will only utilise the Event and
between scenarios. Supply cards supplied in the All Out War
core set, with the additions below:
• No custom characters are permissible.

Miles Behind Us
• Melee, Ranged or Armour equipment
may only be taken once within the entire
group (e.g. No multiple Crossbows, No
In addition to the core set, the following
multiple Small Knives).
event cards should be added to the event
• Special Items (such as Radios, Bandages, deck from the Miles Behind Us expansion:
Grenades, etc.) may only be taken once
per Survivor. • Fire!
• No  Silencer  or  Suppressor  attachments • Grim Recognition
may be equipped to Rifle weapons. • Mega Herd
• Veteran Skills may only be taken to add a
skill that is not already included within
your survivor group. 

Alarm! Event Card

 For the purposes of the Trial by Fire
e.g. You may not include the Quick Veteran Skill scenarios, the Alarm! Event Card will be
if you have selected Sandra, Hardened Veteran,
removed from the deck and not be in play. 

or you may not include Distract Veteran Skill if
you have selected Lacey Greene etc.


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climbed over but Survivors may not end
ACTIONS their movement on top of them.

Flammable (Amended)
The following Actions are presented in
addition to those on page 11 of the All Out
War core set. They follow all the usual rules
for Actions. Amended for Trial by Fire Scenarios.

Repair
Some scenery is Flammable which means
it can catch fire.

This action is generally required when If a Walker, or item, with a Burning Token
trying to fix something mechanical, restore ever moves into base contact with a
power to a generator, or mend broken Flammable scenery piece, immediately
equipment. Roll a Black Die. On a Blank place a Burning token onto the scenery
you are unsuccessful. On a Sheriff’s Badge piece. While the Burning token is present
the repair is successful. the scenery piece gains the Ablaze!,
Blocking and Impassable special rules.
You may only attempt a Repair roll if you Conversely, If a non-burning Walker
are in base contact with the object to be moves into contact with a scenery piece
repaired and there are no enemies in that is currently on fire, it immediately
contact with the object or the Repairing receives a Burning token.
model.
In the End Phase, after rolling for any prone
Sometimes you will be required to make or Burning Walkers, roll a Black Die for
several Repair rolls to get a particularly each scenery piece that has any Burning
tricky object working again. You may have tokens. On a Blank, the Burning tokens
to make further Repair rolls in successive remain. On a Sheriff’s Badge another
turns, and/or use several Survivors to get Burning token is added.
the job done faster.
The number of Burning tokens on a
scenery piece can never exceed its
SCENERY SPECIAL RULES Scenery Points. If this number is reached,
the scenery is not destroyed and instead

Collapse!
continues to burn.

Burning scenery does not gain the Beacon


If at any point three or more Walkers are in keyword.
contact with the same scenery piece with

Ablaze!
this rule, the scenery piece is removed
from play. If a Walker collapses a scenery
piece while moving, it may continue its full
All burning scenery is treated as having
movement unimpeded. All barriers have
this keyword.
the Collapse! rule.
At the start of the Event Phase, before

Buildings checking for Walker Kill Zones, if an item


with the Ablaze! keyword is within 2” of a
Survivor, that Survivor suffers a number of
All buildings in play are locked and
Red Dice ranged attacks equal to the
boarded up so that they are treated as
number of Burning Tokens the scenery
Impassable and Blocking.
piece has. Survivors may defend using the
base stat on their character card.
Elevated If a Survivor is within range of multiple
No scenery has the Elevated keyword. A bla ze ! i t e m s , re s o l v e t h e a t t a c k s
Resource hubs, like cars, can still be separately. (i.e. defend against each).

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EQUIPMENT & KEYWORDS
For the purposes of the Trial by Fire,
certain equipment and keyword rules have
been amended or added for balance
purposes.

Bandoleer
The Bandoleer is stocked with the correct
ammunition for the wearer’s equipped
weapon. This means that it cannot be
passed around a Survivor group to reload
multiple weapon types. A weapon that
specifies more than one action to reload
will require that many actions with a
Bandoleer (e.g. A Crossbow requires two
actions to reload using the Bandoleer).

Bow
This is a new keyword that applies to Bow
weapons (e.g Crossbow, Compound Bow).

When a weapon of this type is fired, roll a


Black Die. On a Blank result, the Bow

Burning Tokens
weapon creates NOISE.

Rifle There are several ways a Walker or item of


scenery can acquire a Burning Token.
Survivors using weapons with the Rifle
When they do, follow the rules below to
keyword may not move first and take an
see what happens.
aimed shot in the same turn.
Only one Burning Token can ever be
Though, Survivors may take an aimed shot applied to a single Walker at a time, no
THEN move in the same turn, if they have
matter how many times it is hit with
the additional action to do so.
Flaming attacks.

Keepsake A Walker with a Burning Token adds one


bonus Red Die to it’s Melee Attack rolls.

The Keepsake may not be used in In the End Phase, after rolling for any prone
conjunction with any weapon that utilises Walkers, roll a Black Die for each Walker
the Blast keyword (e.g Grenade, Flare that currently has a Burning token. On a
Gun). blank, the Walker is unaffected and the
Burning token remains. On a Sheriff’s
Badge, the Walker is laid prone and the
Burning token is removed.

All rules for Burning Tokens apply to Herds


too (see Page 4). If a burning Walker joins a
Herd then the entire Herd becomes Ablaze.


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HERDS (OPTIONAL) Unstoppable
Herds are groups of Walkers, merging with A Herd ignores Barriers (1 scenery point)
new groups, growing larger and even more when working out their movement. Any
ferocious. Herds follow these rules: Barriers that impede a Herd’s intended
path are instantly removed.
NOTE: Herd rules may only be used if both
players agree before the game begins.
Accumulate
Formation While moving, if any Herd Walkers make
contact with another regular Walker, it
At the start of the Event Phase, before
becomes part of the Herd.
checking for Walker Kill Zones, use the Kill
Zone template to search for possible Herd
formations. Fight One, Fight All
If there are 4 or more Walkers, not impeded
If a Herd Walker is brought into base
by impassable scenery, at least partially
contact with a Survivor, the rest or the Herd
under the same Kill Zone template a Herd
are shambled into base contact whenever
is formed. If multiple Herd’s could be
possible too, as long as each Walker is still
formed with the same Walkers, the player
in base contact with at least one other Herd
with Initiative chooses which eligible
Walker.
Walkers form the Herd.
In cases where Herd Walkers are in base
The player with Initiative then chooses one
contact with more than one Survivor, the
Herd Walker and moves the remaining
player with Initiative chooses how the Herd
Walkers so that they are in base contact
Walkers are split.
with each other as a group. Once formed,
Herd Walkers must remain in base contact Walkers in a Herd always gain a bonus Red
with at least one other Walker in the Herd Die to their Melee Attack pool. If more than
until all have been killed. one Herd Walker is in base contact, normal
outnumbering bonuses apply.
Walkers in a Herd may not be selected as
eligible Walkers in the Event Phase. A Survivor will always be knocked back in
a drawn combat with a Herd Walker.

Move One, Move All


Target Saturation
When any Walkers within the Herd would
react to NOISE or MAYHEM, move the When targeting a Herd with a ranged
closest Walker in the Herd towards the weapon, the player must target the closest
source as normal, then shamble all Walker to the Survivor attempting the shot.
remaining Herd Walkers (including ones
normally out of range of the origin point) as Only Herd Walkers in base contact with a
close as they can towards the original ‘lead’ Survivor require the player to roll a Black
Walker, retaining base contact with as Die when targeted with a ranged weapon.
many other Walkers in the Herd as
possible.
Unbreakable
In the event a gap is ever created in a
Herd’s base-to-base contact, the gap All Walkers within a Herd can only be
should be closed at the next available killed outright with a headshot. They will
opportunity when moving or as the very not be knocked prone if only wounded.
last action in the End Phase.

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ADDITIONAL RULES SCORING
For the purposes of the Trial by Fire, Scenario Points (SP's) are earned by
certain rules have been amended or added completing objectives during each game.
for balance purposes. Each scenario has a list of Primary and
Secondary objectives with corresponding

Pack Space
Scenario Points assigned to them.

The Primary Objective can only be scored


Survivors may only carry one Supply by one player (i.e the player who wins the
Counter per available pack space on their scenario) and is based on a 3, 2, 1 point
character card. scale depending how well the winner did.

The Supply Counter does not actually Secondary Objectives are open for both
occupy any space or an equipment slot in players to score. Even if a player does not
game terms but this prevents any single achieve the Primary Objective they may
character carrying, for example, five still score Secondary Objectives.
Supply Counters with only one pack slot.
Teamwork is required to scavenge and The use of OR within an objective indicates
recover large amounts of supplies. where an objective is either/or as both
cannot be scored.

Walker Movement At the end of each game, the players


compare Scenario Points earned and
Currently, using rules-as-written, there is calculate the difference. Players then
no mechanism to stop a Walker at the consult the Scoring Table (Below) using
origin where NOISE or MAYHEM is the difference to determine how many
generated (i.e via the Distract ability, an Event Points (EP's) each player has earned.
Alarm Clock, Grenade impact) as they
should always be moved their full shamble
distance of 6”. Scoring Table
For the purposes of Trial by Fire scenarios,
Walkers will stop at the origin point of any SP Difference Event Points
NOISE or MAYHEM generated.
0 5-5
Threat Level 1 6-4
Threat Level cannot be lowered further
than the scenario's starting value (e.g. if a 2 7-3
scenario specifies starting at Level 4, it
cannot be lowered below 4). 3 8-2

4 9-1
Game Length
5+ 10-0
Scenarios last a maximum of 7 turns or
until one of the Victory Conditions has e.g. Rick ends the game with 3 Scenario Points and
been met.
 Carl with 1 Scenario Point. The players calculate
the difference (3 - 1 = 2). The 2 Scenario Points
Difference means Rick wins the game and gains 7
Event Points, while Carl gains 3 Event Points.


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6
Scenario: Supply Drop

Your group has stumbled across a cache of military flares used to call in air support.
Unfortunately, you aren’t the only group to have found this vital resource. You'll need to claim
the flares and try to recover any packages dropped... before someone else does.

• Then, beginning with the player with


SETUP INSTRUCTIONS Setup Initiative, take it turns to place the
remaining counters within the Walker
Zone (5” from either Deployment Edge),
but not within 2” of another counter.

3. Walkers
Yo u w i l l n e e d 1 6 Wa l k e r m o d e l s .
Beginning with the player with Setup
Initiative, players take it in turns to place
Walkers until they are all deployed. First,
place one walker in contact with each
supply counter until all counters have a
Walker. Remaining Walkers are placed
anywhere in the Walker Zone, but not
within 2" of each other or the board edge.

4. Survivors
1. Scenery
Roll a Black Die for First Turn Initiative.

The player with Initiative chooses a


Roll a Black Die for Setup Initiative. deployment edge and positions the first of
their models so that its base is touching any
Divide 18 points of scenery (which must point along that edge. The other player
include at least 2 Resource Hubs) between then positions one of their own models so
players by points value. that its base is touching any point along the
If there is an uneven amount, the player opposite edge, as shown on the scenario
with Setup Initiative chooses who gets the map. Players alternate deploying their
models until they are all deployed.
higher amount. Beginning with the player
with Setup Initiative, take it in turns to

SET THREAT LEVEL


place terrain pieces in the gaming area. No
terrain piece may be placed within 2” of
another terrain piece. Resource Hubs must Position the Threat Tracker to one side of
be deployed within the Walker Zone which the board, and point the arrow towards
is 5” in from either deployment zone. position 6.

2. Supplies
Players must place 7 supply counters on
the board as follows:

• Place one counter in the exact centre of


the board
• Place counters on all Resource Hubs

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Airdropped Packages do not occupy any
SPECIAL RULES pack space but will be dropped if the
holding Survivor is killed.
Air Support!
When scavenging a supply counter, VICTORY CONDITIONS
instead of receiving a supply card,
The aim of the scenario is to collect more
survivors will instead receive a flare used
Air Drops than your opponent. The game
to call in Air Support. Place a token on the
lasts until:
Survivor’s base to represent the flare.
• One of the survivor groups collects 4x
The flare can be thrown as a Special Action
Airdropped Packages.
on that Survivor’s turn. Add 2 Red Dice to
the ranged attack value of the Survivor and • One of the survivor groups has been
target any point within 6” using the normal wiped out.
ranged combat rules. The thrown flare • At the end of any turn in which the Threat
causes no damage, however a roll of a Tracker is at maximum.
headshot on any of the dice indicates the

Scenario Points
flare lands in position. If no headshot is
rolled then the flare can be repositioned up
to 3” away by the opposing player. The
At the end of the game, compare Scenario
flare token can be placed on the board to
Points and consult the scoring table (See
indicate where the Airdropped Package
page 5) for the final result.
will land in the Event Phase. The thrown
flare causes no noise or mayhem.
Primary Objective Points
While multiple flares can be collected and
carried in any turn, only two flares can be You ended the game by
active at any one time. A flare remains collecting 4 Airdropped 3
active from the point it is thrown until the Packages
Event phase is fully resolved that Turn.
OR You have 2-3 more
Airdropped Packages than your 2
Incoming! opponent in your possession

OR You have 1 more


If there is an active flare in play when the
Event Phase is reached then resolve this
Airdropped Package than your 1
opponent in your possession.
rule before continuing (i.e. before Kill
Zones and Event Cards).
Secondary Objectives Points
An Airdropped Package lands on the active
flare token. Any model stood within a kill
zone of the Airdropped Package receives
You have 4+ supply counters 2
1x White Dice of damage with no defence OR You have 3 supply counters 1
roll. Roll separately for each model. Any
Survivor hit and wounded by a falling You have at least 50% of your
Airdrop is marked as prone. Survivor group alive 1

The Airdropped Package can be collected


by spending an action while in base
contact with it, using all the usual rules for
supply tokens (ie no standing unengaged
models in base contact with the token).

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Scenario: Hot-wire

Your group need to make a quick exit to safety. There appear to be a few viable vehicles in the
vicinity… if only you could salvage the tools to get one running.

• On opposite sides of the board, place 2 x


SETUP INSTRUCTIONS A and 2 x B tokens (25mm circles,
distinguishable from each other and
regular supplies) 4” and 8” away from the
centre of the board.
• Place one counter in the exact centre of
the board.
• Place the final two counters on the cars in
need of repair.

3. Walkers
Yo u w i l l n e e d 1 6 Wa l k e r m o d e l s .
Beginning with the player with Setup
Initiative, players take it in turns to place
Walkers until they are all deployed. First,
place one walker in contact with each
supply counter until all counters have a
Walker. Remaining Walkers are placed
anywhere in the Walker Zone, but not

1. Scenery
within 2" of each other or the board edge.

Roll a Black Die for Setup Initiative. 4. Survivors


Divide 18 points of scenery (which must Roll a Black Die for First Turn Initiative.
include at least 2 Cars) between players by
points value. The player with Initiative chooses a
deployment corner and positions the first of
First, place a Car in each of the two neutral their models so up to 5” from the corner.
corners, 2” away from either edge. These The other player then positions one of their
represent the vehicles that need to be models in the same way in the opposite
repaired, hot-wired, or jump-started. deployment corner, as shown on the
If there is an uneven amount, the player scenario map. Players alternate deploying
with Setup Initiative chooses who gets the their models until they are all deployed.
higher amount. Beginning with the player

SET THREAT LEVEL


with Setup Initiative, take it in turns to place
terrain pieces in the gaming area. No
terrain piece may be placed within 2” of Position the Threat Tracker to one side of
another terrain piece. the board, and point the arrow towards
position 6.
2. Supplies
Players must place 7 supply counters (4
special, 3 normal) on the board as follows:

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SPECIAL RULES VICTORY CONDITIONS
Scavenge The aim of the scenario is to locate the 2
required special supplies, repair the car,
and get all friendly survivors in base
There are 4 special supplies on the board: 2
contact with the car. The game lasts until:
x A and 2 x B (see scenario map).
• One of the survivor groups repairs the car
Players need to recover both an A and B
and has all friendly Survivors in base
supply and use them to make two separate
contact with it.
Repair actions on one of the eligible cars
(see Roadside Assistance special rule). • One of the Survivor groups has been
wiped out.
Special supplies can be searched as
• At the end of any turn in which the Threat
normal, but the first time a special supply is
Tracker is at maximum.
searched, roll a Black Die. On a Blank

Scenario Points
result, the Survivor has been caught off
guard by a Lurker and suffers a 2 Red Dice
attack.
At the end of the game, compare Scenario
If a Survivor holding a special supply is Points and consult the scoring table (See
killed, the supply counter is dropped as page 5) for the final result.
per standard supplies.

Players may only hold one of each A and B Primary Objective Points
supply at any one time.
You ended the game by

Roadside Assistance
repairing the car and have all
your remaining friendly 3
Survivors in base contact with it
In order to fully repair a car, a Survivor
OR You made more successful
Group must make two successful Repair
rolls (see Repair special rule on page 2)
repairs than your opponent 2
when the game ends
with both an A and B supply in their
possession, though both Repairs can be OR You have more special
made separately. supplies in your possession
than your opponent when the 1
A s l o n g a s a f r i e n d l y S u r v iv o r i n game ends
possession of an A or B supply is in base

Secondary Objectives Points


contact with the car, other friendly
Survivors, also in base contact with the car,
may attempt Repair actions.
You have 4+ supply counters 2
Once a car is repaired, it's time to get to
safety. To do this you must get all OR You have 3 supply counters 1
remaining members of your group into
base contact with the car. Once all You have at least 50% of your
Survivor group alive 1
remaining members of a group are in base
contact with a car repaired by that player,
the game ends.

Attempting a Repair action on a car makes


NOISE, regardless of whether or not the
action is successful.

10
Scenario: Wildfire

There is no escape as a wall of blazing death tears through everything in its path. In the chaos,
a member of your group is injured. Can you save them in time?

remaining counters within the Walker


SETUP INSTRUCTIONS Zone (5” from either Deployment Edge),
but not within 2” of another counter.

3. Walkers
Yo u w i l l n e e d 1 6 Wa l k e r m o d e l s .
Beginning with the player with Setup
Initiative, players take it in turns to place
Walkers until they are all deployed. First,
place one walker in contact with each
supply counter until all counters have a
Walker. Remaining Walkers are placed
anywhere in the Walker Zone, but not
within 2" of each other or the board edge.

4. Survivors
Roll a Black Die for First Turn Initiative.

The player with Initiative chooses a


1. Scenery deployment edge and positions the first of
their models so that its base is touching any
Roll a Black Die for Setup Initiative. point along that edge. The other player
then positions one of their own models so
Divide 18 points of scenery (which must that its base is touching any point along the
include at least 2 Resource Hubs) between opposite edge, as shown on the scenario
players by points value. map. Players alternate deploying their
If there is an uneven amount, the player models until they are all deployed.
with Setup Initiative chooses who gets the
higher amount. Beginning with the player
with Setup Initiative, take it in turns to
5. Injured Survivor
place terrain pieces in the gaming area. No After both groups are deployed, beginning
terrain piece may be placed within 2” of with the player with Initiative, each player
another terrain piece. Resource Hubs must places a single prone miniature (or 25mm
be deployed within the Walker Zone which marker that represents this) anywhere
is 5” in from either deployment zone. within their opponents board half. This
represents the Injured Survivor they must

2. Supplies rescue (see Special Rules).

Players must place 7 supply counters on


the board as follows:
6. Wildfire Markers
Place 3 Wildfire Markers (40mm circle) as
• Place counters on all Resource Hubs
evenly as possible along both neutral
• Then, beginning with the player with board edges (see deployment map).
Setup Initiative, take it turns to place the

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the game, roll a white dice and reduce
SET THREAT LEVEL threat by the number of hits rolled. If the
result of the roll is a blank, the game ends.
Position the Threat Tracker to one side of
the board, and point the arrow towards
position 6.
VICTORY CONDITIONS
The aim of the scenario is to survive the
SPECIAL RULES approaching wildfire and to outlast the
enemy Survivors. The game lasts until:
Injured Survivor • One of the survivor groups rescues their
Injured Survivor by getting them fully
An Eligible Survivor (see page 1) may
within 5” of your deployment edge.
spend a special action to take control of the
Injured Survivor when in base contact. • One of the survivor groups has been
When in control of the Injured Survivor, it wiped out.
remains in contact with the Survivor's base • Any turn in which the Threat Tracker is
and the Survivor may not Run or make at maximum and a blank is rolled (see
multiple Move actions (even if they have an ‘Constant Threat’ special rule).
ability that allows them to do so).

An Injured Survivor cannot be targeted Scenario Points


with ranged weapons or engaged in
Melee, and cannot be killed or take At the end of the game, compare Scenario
damage. Points and consult the scoring table (See
page 5) for the final result.
If the controlling survivor is beaten in

Primary Objective Points


Melee, control of the Injured Survivor is
lost and is bounced off 1” from the
previously controlling survivor.
You ended the game by
rescuing your Injured Survivor 3
Control of an Injured Survivor may be
passed to another Eligible Survivor by
OR You have control of your
spending an action. Injured Survivor fully within 8”
of your deployment edge, and
2
Spreads like Wildfire you’re closer to your
deployment edge than your
opponent
To represent the unrelenting Wildfire, in
the Event Phase, before resolving an Event OR You have control of your
Card, the player with Initiative rolls a Blue Injured Survivor and you’re
closer to your deployment 1
Die. This player then moves that many
edge than your opponent
Wildfire Markers 2” directly into the
playing area. Wildfire Markers must always
be moved away from their originating Secondary Objectives Points
board edge and not within 2” of another
Wildfire Marker You have 4+ supply counters 2
Wildfire Markers follow the Ablaze!
keyword rules with two attacks each.
OR You have 3 supply counters 1

You have at least 50% of your


Constant Threat Survivor group alive 1

When the Threat Tracker reaches the


maximum, instead of immediately ending

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Scenario: BOILING POINT
Tensions with a rival group of survivors is escalating… It’s time to exert your dominance and
break the deadlock. However, taking out the enemy could make you more of a target.

• Then, beginning with the player with


SETUP INSTRUCTIONS Setup Initiative, take it turns to place the
remaining counters within the Walker
Zone (5” from either Deployment Edge),
but not within 2” of another counter.

3. Walkers
Yo u w i l l n e e d 1 6 Wa l k e r m o d e l s .
Beginning with the player with Setup
Initiative, players take it in turns to place
Walkers until they are all deployed. First,
place one Walker in contact with each
supply counter until all counters have a
Walker. Remaining Walkers are placed
anywhere in the Walker Zone, but not
within 6” of the deployment zone, 2" of
each other or the board edge.

4. Survivors
1. Scenery Roll a Black Die for First Turn Initiative.

Roll a Black Die for Setup Initiative. The player with Initiative chooses a
deployment edge and positions the first of
Divide 18 points of scenery (which must their models so that its base is touching any
include at least 2 Resource Hubs) between point along that edge. The other player
players by points value. then positions one of their own models so
If there is an uneven amount, the player that its base is touching any point along the
with Setup Initiative chooses who gets the opposite edge, as shown on the scenario
map. Players alternate deploying their
higher amount. Beginning with the player
with Setup Initiative, take it in turns to models until they are all deployed.
place terrain pieces in the gaming area. No

SET THREAT LEVEL


terrain piece may be placed within 2” of
another terrain piece. Resource Hubs must
be deployed within the Walker Zone which Position the Threat Tracker to one side of
is 5” in from either deployment zone. the board, and point the arrow towards
position 6.

2. Supplies
Players must place 7 supply counters on
the board as follows:

• Place counters on all Resource Hubs

13
SPECIAL RULES Constant Threat
Marked for Death! When the Threat Tracker reaches the
maximum, instead of immediately ending
Each time a Survivor kills an enemy the game, roll a White Die and reduce
Survivor, they gain a Kill Token, which is threat by the number of hits rolled. If the
placed on the Survivor’s Character Card as result of the roll is a Blank, the game ends.
an indicator.

If a Survivor kills an opponent by a ranged VICTORY CONDITIONS


attack then they simply gain a single Kill
Token for that kill. However, if a Survivor The aim of the scenario is to kill enemy
kills an opponent with a Melee attack, that Survivors and collect more Kill Tokens than
Survivor claims all Kill Tokens the enemy your opponent.
Survivor had accumulated up until that • One of the survivor groups holds 5 Kill
point! Tokens at the end of a turn.
In the event a Survivor is killed, but not by • One of the survivor groups has been
an enemy Survivor (e.g solely by Walkers, wiped out.
Infection or Booby Trap), place a single Kill • Any turn in which the Threat Tracker is
Token on the ground where they were at maximum and a blank is rolled (see
killed. All other Kill Tokens previously
‘Constant Threat’ special rule).
accumulated by this Character are lost.

Scenario Points
This Kill Token may only be claimed by the
opposing player by spending an action
while in base contact with it.
At the end of the game, compare Scenario

Example:
Points and consult the scoring table (See
page 5) for the final result.
Rick shoots and kills Tara, and so gains 1 Kill
Token. In a later turn, Rick shoots and kills Dwight, Primary Objective Points
gaining an additional Kill Token, giving Rick a
total of 2 Kill Tokens.
You ended the game by
holding 5 Kill Tokens 3
If Negan kills Rick with a ranged weapon (e.g. gun
or grenade) then he would simply gain 1 Kill
OR You have at least 2 more
Token (the two Rick had previously gained are
Kill Tokens than your opponent
lost). However, if Negan engages and kills Rick in in your possession when the 2
Melee, he would gain 3 Kill Tokens (1 for killing game ends
Rick plus the 2 Kill Tokens that Rick had gained).
OR You have 1 more Kill Token

The Endless Horde than your opponent in your


possession when the game 1
ends
To represent the seemingly numberless
horde, every time a Walker is killed it can
be placed back on the board immediately Secondary Objectives Points
by the player whose Survivor made the
kill. The Walker may be placed in contact You have 4+ supply counters 2
with a board edge, wooded area terrain or
building, as long as it is out of the Kill Zone OR You have 3 supply counters 1
of any Survivors. The Walker does not
make a shamble move at this time but may You have at least 50% of your
Survivor group alive 1
be eligible to move in any subsequent
Event Phase.

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This is a fan made project and has no affiliation with Mantic Games or Skybound
Entertainment. Custom scenarios are Copyright © of Paul Welsh & Daniel Meadows.

Special thanks to Michael Adshead.

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