Professional Documents
Culture Documents
The Long Road
The Long Road
Players 1
Characters and Characterization 1
Handling your Survivors and Armory 1
Intermediary Missions 2
Mission 2 - Rescue 9
Intermediary Missions 13
Intermediary Mission F1 13
Intermediary Mission F2 14
Intermediary Mission T1 18
Intermediary Mission T2 20
Appendix 24
Experience 24
Skill Trees 24
Rick 24
Carl (Child) 26
Sophia (Child) 27
Allen 28
Carol 29
Players
I will try to model as many missions as possible to be playable by, both, 2 players or solo.
Over time you will therefore build a diverse roster of characters that you will have to manage.
You can decide which Survivors to take with you on your mission and which will remain in
camp to lick their wounds. Be sure to have a well rounded batch of fighters and not to
concentrate everything on a single few. Accidents happen and you might be left with
untrained newbies just before your next big mission otherwise.
So before you begin, get yourself paper and pencil, because you will want to keep track of
how well your party does, and who joins, dies or gets more experienced.
Likewise you have to keep track of your armory. Before you can outfit a Survivor with a
particular item before a mission, you have to first find it. If an item is discarded, destroyed or
lost during a mission or as a result of the mission conclusion it is also lost for the armory and
has to be found again before it can be used.
I wanted Survivors that learn and develop over time, so I tried my hand in a leveling system
and have added a first draft for every Survivor in the Appendix section. It surely is not
perfect, but we will see how it holds up.
The leveling system as well as all the other campaign rules, are not yet field-tested to any
degree of satisfaction, so don’t be surprised if I change some mechanics here and there.
Your Feedback would be most welcome.
Intermediary Missions
Sometimes between story missions you will play intermediary missions. This will allow you
you to prepare your crew for the challenges that await them, by training them and collecting
equipment. Many aspects of these missions are determined at random, so that they will be
different every time you play them.
To determine the Intermediary Mission, roll the Panic Die and the Black Die. As a rule of
thumb, the Panic die, will determine the mission category, while the Black Die will determine
whether you compete with an hostile group of Survivors. Later I might introduce another dice
roll to randomize the objective, we'll see.
Flee Blank F1
Flee Badge F2
Terrified Blank T1
Terrified Badge T2
Quiet Blank Not yet implemented, roll again.
Survivor Groups
Group 1 (Played by Player 1)
Rick
Class Melee Shoot Defense Nerve Health Pack Special
Equipment: None.
Carl (Child)
Class Melee Shoot Defense Nerve Health Pack Special
Equipment: None.
Sophia (Child)
Class Melee Shoot Defense Nerve Health Pack Special
Equipment: None.
Group 2 (Played by Player 2)
Guard (Soldier)
Class Melee Shoot Defense Nerve Health Pack Special
Guard (Militia)
Class Melee Shoot Defense Nerve Health Pack Special
Guard (Police)
Class Melee Shoot Defense Nerve Health Pack Special
Both groups are allied. The Victory conditions only apply for Player 1. Player 2’s task is to
defend the camp.
If the mission is played Solo, all models of Player Two go over into the control of Player One.
Setup Instructions
Set up a 20”x20” gaming area, representing the refugee camp. Use the following scheme.
Scenery
Place 3 Barricades to surround the Walker Spawn Zone.
Place 1 Tent in the corner opposite the Walker Spawn Zone.
Place 3 Resource Caches into every map Segment, except the one opposite the Walker
Spawn Zone.
Furthermore place 3 Tents, 1 Car and 1 Fireplace on the map. The car should face the map
corner in the Walker Spawn Zone.
Take three little scraps of paper and number them from 1 to 3. Crumple and shuffle them.
Place one under each Resource Cache. When a search action is used on them you receive
the indicated item but may not draw a card.
1 - Bolt Cutter
2 - Car Keys
3 - Fuel
Survivors
Place the Survivors of Group 1 next to the tent in the corner opposite the Walker Spawn
Zone.
Place the Survivors of Group 2 at random. Leave at least 5” space between them.
Cards
Prior to the attack, the camp was safe, therefore:
Remove all Incident Supply cards from the deck.
Remove the Gory Clothing Equipment card from the deck.
Remove the Alarm! Event card from the deck.
Walkers
Place 4 Walker into the Walker Spawn Zone.
Place 1 Walker close every Resource Cache.
Place 2 Walker at random into the Camp.
Threat Level
The Attack is already ongoing. Start the Threat Level at 5.
The game does not end if the Threat Level reaches Maximum, but it can no longer be
reduced if it does. Instead of advancing the Threat Level, the respective amount of Walkers
enter play.
Setup Example
Special Rules
Looting: When a Survivor searches a resource hub, he throws [2 Red Dice]. If he throws a !,
he draws an Equipment card, otherwise he draws a Supply card. Supply cards are discarded
at the end of a mission, while Equipment cards are added to the Armory. A double ! means
you can draw both an equipment and a supply card. Every fourth Draw you can draw an
Equipment Card without test. If you collect all Resource Caches on a map you can draw a
free additional Equipment Card.
Recycling: If a Survivor is killed place a resource cache in his place. It contains all items that
the Survivor had carried with him. If the Survivor returns as a Walker place it next to the
Walker model instead. A Survivor that uses a Search action on the cache may pick up the
dropped items.
Ongoing attack: If Mayhem is caused and no Walkers are moved as a result, instead [1
White Die] Walkers enter play.
Out of the way: If you own the Car Keys you may use a special action on the car to loosen
the hand break and let the car crash into the Walkers. Draw a line from the car to the board
corner in the Walker Spawn Zone. Walkers and Survivors in the way are laid prone. The
affected Survivors lose 1 health point. The car loses momentum and stops after hitting three
models, or a barricade.
One sided: At the end of each turn, add 1 to the Threat Level. To avoid that players use their
Event Card Walker movement to clear the way, they have to move Walkers into the direction
of the nearest Survivor. You may still choose which Walkers to move.
Victory Conditions
The players win when all surviving members of Group 1 escape. The Children can only
escape with the help of Rick. If he dies, the Mission fails.
Mission Conclusion
Victory
Joining the Crew: Any surviving member of Group 1 that managed to escape joins your
Band of Survivors permanently. Surviving members of Group 2 do not join, they are
considered to have died defending the camp.
Time to rest: Any member of your party, whether he/she participated in this mission or not,
restores one health point. Any remaining damage will be taken over to the next game. Bitten
characters do not benefit from this.
First aid: If one of your Survivors was bitten during the mission, but has not yet succumbed
to the infection, and one participating Survivors carries an item with the Amputate trait,
perform an Amputate action as usual. If no Survivor carries an item with the Amputate trait,
the bitten Survivor is considered to be a casualty.
Attrition: Remove all supply cards from your Survivors, they will not be taken over into the
next mission. Put every equipment card that is carried by of your Survivors in one deck,
cover them with the blank side up and shuffle it. Draw one card for every surviving member
of your team at random. For every drawn card roll [1 Black Die], on a blank this item is
destroyed and removed from your Armory. On a Badge nothing happens.
Defeat
You lost your Survivors and there is no one left. You lose both the mission and the
campaign. It looks like you have to start over.
Mission 2 - Rescue
Situation
Having only just escaped the death trap that was the refugee camp, Rick doesn’t hesitate to
create a little distance between him and the battle. Still he could hear the shooting behind
him. The setting sun forces him to find a place to hide and sleep, and soon he settled himself
into the corner of a run down corner shop. A few hours later he is woken by noise out on the
main street, spying down from a window he makes out a familiar face in a car, that is
besieged by walkers.
[This Missions is inspired by the Custom Scenario “TheRescue” by Bard1790, it can be found on boardgamegeek.com]
Survivor Groups
Group 1 (Played by Player 1)
The group consists of all members, that survived the previous mission.
Distribute equipment from your armory at will.
Allen
Class Melee Shoot Defense Nerve Health Pack Special
Carol
Class Melee Shoot Defense Nerve Health Pack Special
Both groups are allied. If the mission is played Solo, all models of Player Two go over into
the control of Player One.
Setup Instructions
Set up a 20”x20” gaming area, representing an road intersection. Use the following scheme.
Scenery
Place 1 Car in the center on the far edge of the board. Group 2 begins the game, trapped in
the car.
Survivors
Place the Survivors of Group 1 in one or both of the Deployment Zones.
Group 2 begins the game trapped in the car. While they are in the car, they cannot take
action and they do not test for Panic.
Once there are no standing Walker in base contact with the car they may use a special
action to disembark. Place the disembarked Survivors in base contact with the car.
Cards
Use a full card deck.
Walkers
Place 3 Walkers in base contact with the car that hides Group 2.
Place 1 Walkers in base contact with each Resource Cache.
Place 7 Walkers at random.
While Group 2 is in the car, any Walker in base contact with the car is not eligible for Events
which would move them. They still react as usual for other Survivors. They may disengage
the car to move towards a source of MAYHEM.
Threat Level
Due to the Walkers attacking the car, the Threat Level starts at 4.
The game does not end when the Threat Level reaches Maximum, but it can no longer be
reduced if it does. Instead of advancing the Threat Level, the respective amount of Walkers
enter play.
Setup Example
Special Rules
Looting: When a Survivor searches a resource hub, he throws [2 Red Dice]. If he throws a !,
he draws an Equipment card, otherwise he draws a Supply card. Supply cards are discarded
at the end of a mission, while Equipment cards are added to the Armory. A double ! means
you can draw both an equipment and a supply card. Every fourth Draw you can draw an
Equipment Card without test. If you collect all Resource Caches on a map you can draw a
free additional Equipment Card.
Recycling: If a Survivor is killed, place a resource cache in his place. It contains all items that
the Survivor had carried with him. If the Survivor returns as a Walker, place it next to the
Walker model instead. A Survivor that uses a Search action on the cache may pick up the
dropped items.
Tactical Retreat: If the player deems the odds insurmountable or wants to withdraw injured
Survivors, he may move the respective Survivors to one of their groups deployment zones
and perform a special “Retreat” action. The retreated Survivors are then removed from the
board. If all Survivors are withdrawn, the mission ends in a defeat. Retreated Survivors do
not gain the 10XP for winning and surviving a mission, even if the remaining Survivors still
win the mission.
One sided: At the end of each turn, add 1 to the Threat Level. To avoid that players use their
Event Card Walker movement to clear the way, they have to move Walkers into the direction
of the nearest Survivor. You may still choose which Walkers to move.
Victory Conditions
The players win when all surviving members of Group 1 and 2 exit the board edge
connecting the deployment zones.
Mission Conclusion
Victory
Joining the Crew: If Allen survived, he will join your band of Survivors permanently. If Carol
survived, she will join your band of Survivors permanently, provided Sophia is still alive. If
Carol survived but Sophia is dead, she will blame Rick for her childs death and not join the
group.
Time to rest: Any member of your party, whether he/she participated in this mission or not,
restores one health point. Any remaining damage will be taken over to the next game. Bitten
characters do not benefit from this.
First aid: If one of your Survivors was bitten during the mission, but has not yet succumbed
to the infection, and one participating Survivors carries an item with the Amputate trait,
perform an Amputate action as usual. If no Survivor carries an item with the Amputate trait,
the bitten Survivor is considered to be a casualty.
Attrition: Remove all supply cards from your Survivors, they will not be taken over into the
next mission. Put every equipment card that is carried by of your Survivors in one deck,
cover them with the blank side up and shuffle it. Draw one card for every surviving member
of your team at random. For every drawn card roll [1 Black Die], on a blank this item is
destroyed and removed from your Armory. On a Badge nothing happens.
Defeat
You lost your Survivors and there is no one left. You lose both the mission and the
campaign. It looks like you have to start over.
Intermediary Missions
Intermediary Mission F1
Survivor Group
The player may choose up to 2 Survivors out of his Group.
Distribute equipment from your armory at will.
Setup Instructions
Set up a 20”x20” gaming area of your choice.
Objective
The Survivors return from patrol and find their way back obstructed by Walkers. To win, the
Survivors must reach the Escape zone in the far corner of their Deployment zone.
Scenery
Place scenery of your choice.
No scenery counts as a resource hub.
Roll 4 Red Die and place as many Resource Caches as there are pips and !.
Walkers
Roll 5 White Die and place as many Walkers as there are pips and !.
All Walkers enter play on the northern or eastern board edge.
Threat Level
Roll 5 White Die and set the Threat Level to as many points as there are pips and !.
The game does not end when the Threat Level reaches Maximum, but it can no longer be
reduced if it does. Instead of advancing the Threat Level, the respective amount of Walkers
enter play.
Special Rules
Looting: When a Survivor searches a resource hub, he throws [2 Red Dice]. If he throws a !,
he draws an Equipment card, otherwise he draws a Supply card. Supply cards are discarded
at the end of a mission, while Equipment cards are added to the Armory. A double ! means
you can draw both an equipment and a supply card. Every fourth Draw you can draw an
Equipment Card without test. If you collect all Resource Caches on a map you can draw a
free additional Equipment Card.
Recycling: If a Survivor is killed place a resource cache in his place. It contains all items that
the Survivor had carried with him. If the Survivor returns as a Walker place it next to the
Walker model instead. A Survivor that uses a Search action on the cache may pick up the
dropped items.
One sided: At the end of each turn, add 1 to the Threat Level. To avoid that players use their
Event Card Walker movement to clear the way, they have to move Walkers into the direction
of the nearest Survivor. You may still choose which Walkers to move.
Mission Conclusion
Time to rest: Any member of your party, whether he/she participated in this mission or not,
restores one health point. Any remaining damage will be taken over to the next game. Bitten
characters do not benefit from this.
First aid: If one of your Survivors was bitten during the mission, but has not yet succumbed
to the infection, and one participating Survivors carries an item with the Amputate trait,
perform an Amputate action as usual. If no Survivor carries an item with the Amputate trait,
the bitten Survivor is considered to be a casualty.
Attrition: Remove all supply cards from your Survivors, they will not be taken over into the
next mission. Put every equipment card that is carried by of your Survivors in one deck,
cover them with the blank side up and shuffle it. Draw one card for every surviving member
of your team at random. For every drawn card roll [1 Black Die], on a blank this item is
destroyed and removed from your Armory. On a Badge nothing happens.
Intermediary Mission F2
Survivor Group
Group 1 (Played by Player 1)
The player may choose up to 2 Survivors out of his Group.
Distribute equipment from your armory at will.
Bruiser Roll 1 Blue Die to determine Melee, Shoot and Defense. Determine the values separately.
- 1 or 2 Pips: 1 White Die
- 2 Pips, !: 1 White Die, 1 Red Die
Throw 1 Black Die, on a Badge the following Survivor is part of the mission:
Sandra
Class Melee Shoot Defense Nerve Health Pack Special
Runner Roll 1 Blue Die to determine Melee, Shoot and Defense. Determine the values separately.
- 1 Pip: 1 Red Die
- 2 Pips: 2 Red Die
- 2 Pips, !: 1 White Die, 1 Red Die
Throw 1 Black Die, on a Badge the following Survivor is part of the mission:
Patrick
Class Melee Shoot Defense Nerve Health Pack Special
Bruiser Roll 1 Blue Die to determine Melee, Shoot and Defense. Determine the values separately.
- 1 Pip: 1 Red Die
- 2 Pips: 2 Red Die
- 2 Pips, !: 1 White Die, 1 Red Die
Throw 1 Black Die, on a Badge the following Survivor is part of the mission:
Reggie
Class Melee Shoot Defense Nerve Health Pack Special
Marksman Roll 1 Blue Die to determine Melee, Shoot and Defense. Determine the values separately.
- 1 Pip: 1 Red Die
- 2 Pips: 2 Red Die
- 2 Pips, !: 1 White Die, 1 Red Die
The Members of Group 2 do not deploy at the beginning of the game. Beginning in turn 3
and in every consecutive turn, Player 2 throws one Black Die for every participating Survivor
of Group 2 at the beginning of the turn. On a Badge the respective Survivor enters play in
the same deployment zone as Player 1.
Setup Instructions
Set up a 20”x20” gaming area of your choice.
Objective
The Survivors happened upon a group of Scavengers, trying to avoid a fight they turned to
flee. Unfortunately the Scavenger noticed them and started to chase them. Try to lose them.
To win, the Survivors of Group 1 must reach the Escape zone in the far corner of their
Deployment zone. The objective of Group 2 is to kill the members of Group 1.
Scenery
Place scenery of your choice.
No scenery counts as a resource hub.
Roll 4 Red Die and place as many Resource Caches as there are pips and !.
Walkers
Roll 4 White Die and place as many Walkers as there are pips and !.
Threat Level
Roll 5 White Die and set the Threat Level to as many points as there are pips and !.
The game does not end when the Threat Level reaches Maximum, but it can no longer be
reduced if it does. Instead of advancing the Threat Level, the respective amount of Walkers
enter play.
Special Rules
Looting: When a Survivor searches a resource hub, he throws [2 Red Dice]. If he throws a !,
he draws an Equipment card, otherwise he draws a Supply card. Supply cards are discarded
at the end of a mission, while Equipment cards are added to the Armory. A double ! means
you can draw both an equipment and a supply card. Every fourth Draw you can draw an
Equipment Card without test. If you collect all Resource Caches on a map you can draw a
free additional Equipment Card.
Recycling: If a Survivor is killed, place a resource cache in his place. It contains all items that
the Survivor had carried with him. If the Survivor returns as a Walker place it next to the
Walker model instead. A Survivor that uses a Search action on the cache may pick up the
dropped items.
Mission Conclusion
Time to rest: Any member of your party, whether he/she participated in this mission or not,
restores one health point. Any remaining damage will be taken over to the next game. Bitten
characters do not benefit from this.
First aid: If one of your Survivors was bitten during the mission, but has not yet succumbed
to the infection, and one participating Survivors carries an item with the Amputate trait,
perform an Amputate action as usual. If no Survivor carries an item with the Amputate trait,
the bitten Survivor is considered to be a casualty.
Attrition: Remove all supply cards from your Survivors, they will not be taken over into the
next mission. Put every equipment card that is carried by of your Survivors in one deck,
cover them with the blank side up and shuffle it. Draw one card for every surviving member
of your team at random. For every drawn card roll [1 Black Die], on a blank this item is
destroyed and removed from your Armory. On a Badge nothing happens.
Intermediary Mission T1
Survivor Group
The player may choose up to 3 Survivors out of his Group.
Distribute equipment from your armory at will.
Setup Instructions
Set up a 20”x20” gaming area of your choice.
Objective
The Survivors are collecting supplies to aid their group. To end the game, either collect all
Resource Caches, or move your Survivors back into your deployment zone after collecting
as many Resource Caches as you can.
Scenery
Place scenery of your choice.
No scenery counts as a resource hub.
Roll 4 White Die and place as many Resource Caches as there are pips and !.
Walkers
Roll 5 White Die and place as many Walkers as there are pips and !.
Threat Level
Roll 5 White Die and set the Threat Level to as many points as there are pips and !.
The game does not end when the Threat Level reaches Maximum, but it can no longer be
reduced if it does. Instead of advancing the Threat Level, the respective amount of Walkers
enter play.
Special Rules
Looting: When a Survivor searches a resource hub, he throws [2 Red Dice]. If he throws a !,
he draws an Equipment card, otherwise he draws a Supply card. Supply cards are discarded
at the end of a mission, while Equipment cards are added to the Armory. A double ! means
you can draw both an equipment and a supply card. Every fourth Draw you can draw an
Equipment Card without test. If you collect all Resource Caches on a map you can draw a
free additional Equipment Card.
Recycling: If a Survivor is killed place a resource cache in his place. It contains all items that
the Survivor had carried with him. If the Survivor returns as a Walker place it next to the
Walker model instead. A Survivor that uses a Search action on the cache may pick up the
dropped items.
Tactical Retreat: If the player wants to withdraw injured Survivors, he may move the
respective Survivors to their deployment zone and perform a special “Retreat” action. The
retreated Survivors are then removed from the board. Retreated Survivors do not gain the
10XP for winning and surviving a mission, even if the remaining Survivors still win the
mission.
One sided: At the end of each turn, add 1 to the Threat Level. To avoid that players use their
Event Card Walker movement to clear the way, they have to move Walkers into the direction
of the nearest Survivor. You may still choose which Walkers to move.
Mission Conclusion
Time to rest: Any member of your party, whether he/she participated in this mission or not,
restores one health point. Any remaining damage will be taken over to the next game. Bitten
characters do not benefit from this.
First aid: If one of your Survivors was bitten during the mission, but has not yet succumbed
to the infection, and one participating Survivors carries an item with the Amputate trait,
perform an Amputate action as usual. If no Survivor carries an item with the Amputate trait,
the bitten Survivor is considered to be a casualty.
Attrition: Remove all supply cards from your Survivors, they will not be taken over into the
next mission. Put every equipment card that is carried by of your Survivors in one deck,
cover them with the blank side up and shuffle it. Draw one card for every surviving member
of your team at random. For every drawn card roll [1 Black Die], on a blank this item is
destroyed and removed from your Armory. On a Badge nothing happens.
Intermediary Mission T2
Survivor Group
Group 1 (Played by Player 1)
The player may choose up to 3 Survivors out of his Group.
Distribute equipment from your armory at will.
Bruiser Roll 1 Blue Die to determine Melee, Shoot and Defense. Determine the values separately.
- 1 or 2 Pips: 1 White Die
- 2 Pips, !: 1 White Die, 1 Red Die
Throw 1 Black Die, on a Badge the following Survivor is part of the mission:
Sandra
Class Melee Shoot Defense Nerve Health Pack Special
Runner Roll 1 Blue Die to determine Melee, Shoot and Defense. Determine the values separately.
- 1 Pip: 1 Red Die
- 2 Pips: 2 Red Die
- 2 Pips, !: 1 White Die, 1 Red Die
Throw 1 Black Die, on a Badge the following Survivor is part of the mission:
Patrick
Class Melee Shoot Defense Nerve Health Pack Special
Bruiser Roll 1 Blue Die to determine Melee, Shoot and Defense. Determine the values separately.
- 1 Pip: 1 Red Die
- 2 Pips: 2 Red Die
- 2 Pips, !: 1 White Die, 1 Red Die
Throw 1 Black Die, on a Badge the following Survivor is part of the mission:
Reggie
Class Melee Shoot Defense Nerve Health Pack Special
Marksman Roll 1 Blue Die to determine Melee, Shoot and Defense. Determine the values separately.
- 1 Pip: 1 Red Die
- 2 Pips: 2 Red Die
- 2 Pips, !: 1 White Die, 1 Red Die
Setup Instructions
Set up a 20”x20” gaming area of your choice. Use the following scheme.
Objective
The Survivors are collecting supplies to aid their group. When they found a promising spot,
they notice a group of Scavengers trying to claim their bounty. The game ends when all
Resource Caches are collected, one side was killed or has retreated, or when the Threat
Tracker reaches Maximum.
If one side was killed or has retreated and the Threat Level is not High, the remaining
Resource Caches are automatically claimed by the other player.
Scenery
Place scenery of your choice.
No scenery counts as a resource hub.
Roll 4 Red Die and place as many Resource Caches as there are pips and !.
Walkers
Roll 4 White Die and place as many Walkers as there are pips and !.
Threat Level
Roll 5 White Die and set the Threat Level to as many points as there are pips and !.
Special Rules
Looting: When a Survivor searches a resource hub, he throws [2 Red Dice]. If he throws a !,
he draws an Equipment card, otherwise he draws a Supply card. Supply cards are discarded
at the end of a mission, while Equipment cards are added to the Armory. A double ! means
you can draw both an equipment and a supply card. Every fourth Draw you can draw an
Equipment Card without test. If you collect all Resource Caches on a map you can draw a
free additional Equipment Card.
Recycling: If a Survivor is killed, place a resource cache in his place. It contains all items that
the Survivor had carried with him. If the Survivor returns as a Walker place it next to the
Walker model instead. A Survivor that uses a Search action on the cache may pick up the
dropped items.
Tactical Retreat: If the player wants to withdraw injured Survivors, he may move the
respective Survivors to their deployment zone and perform a special “Retreat” action. The
retreated Survivors are then removed from the board. Retreated Survivors do not gain the
10XP for winning and surviving a mission, even if the remaining Survivors still win the
mission.
Mission Conclusion
Time to rest: Any member of your party, whether he/she participated in this mission or not,
restores one health point. Any remaining damage will be taken over to the next game. Bitten
characters do not benefit from this.
First aid: If one of your Survivors was bitten during the mission, but has not yet succumbed
to the infection, and one participating Survivors carries an item with the Amputate trait,
perform an Amputate action as usual. If no Survivor carries an item with the Amputate trait,
the bitten Survivor is considered to be a casualty.
Attrition: Remove all supply cards from your Survivors, they will not be taken over into the
next mission. Put every equipment card that is carried by of your Survivors in one deck,
cover them with the blank side up and shuffle it. Draw one card for every surviving member
of your team at random. For every drawn card roll [1 Black Die], on a blank this item is
destroyed and removed from your Armory. On a Badge nothing happens.
Appendix
Experience
Each Survivor of your group will gain experience for the various tasks that he undertakes
while he participates in a mission.
Kill a Walker: 1 XP
Kill a Survivor: 5 XP
Be a part of, win and survive a mission: 10 XP
Keep track of them during the games, the experience points will be applied at the end of a
mission.
Skill Trees
Rick
LVL Next LVL Melee Shoot Defense Nerve Health Pack Special
Bruiser Path
Runner Path
Marksman Path
Tactician Path
Support Path
Bruiser Path
Runner Path
Marksman Path
Tactician Path
Support Path
Bruiser Path
Runner Path
Marksman Path
Tactician Path
Support Path
Bruiser Path
Bruiser Path
Runner Path
Marksman Path
Tactician Path
Support Path