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The Road To Ruin

A 12 game campaign in the walking dead world.


Starting Group
Each player will start with a group worth up to 125 points, there are some
initial restrictions that can be taken off by capturing certain locations,
these are.
You may not -
Include any character worth more than 50 points,
include custom survivors,
perchase any equipment cards costing more than 20 points
The Map
The map will be the mantic map from fear the hunters expansion.
Campaign Rules
We will be using all the rules from the anthology pages 78 - 81, however
we have tweaked some rules and added some,
Update Map
To gain territorys the dice are as follows,
win - blue and a red, draw - white and a red, lose - red
Supplys held at the end of the game are worth 10 points, territorys held
provide 5 points (city territorys are worth 10), and if you win a game you
get 10 points, draw you get 5 automaticly.
Equipment purchased can be swapped between survivors after the game
but you cannot hold more than your handslot will allow.
Supply and events cards will be randomly picked from all of the
expansions.
Your total points for your group will be your group and settlement points
overall however going into scenarios it will be only your survivor group
points that count for walker count and underdog bonus.
Initial walkers in the game will be both groups combined average points
per 15 for walkers i.e average 150 points = 10 walkers.
Allies rule page 49 in the anthology apply however no more than 50% of
the group can be in the allies fraction and you can only allie with one
other group thats permitted on the table on page 49, although for your
first initial group they must remain your primary group and your base on
the map will always be your starting location.
Birthday Bonus
If its your bithday on the month of a game you get 1 free white dice to be
used on any roll once.
Survivor Groups are capped at 12 Survivors.
All one use items are one use for the campaign not the scenario, supply
items are lost after the scenario.

Settlements
These rules come from Allan Maxwell's awesome solo campaign over
lockdown and abit more added too so a big thank you Allan.
Each survivor group will also have a settlement to add to, If you lose or
draw a game that means your settlement will be attacked by a horde of
the undead, after all of the after game actions have happened but before
you spend your new points from your game and territorys you must roll
2D6 and this is what happens.
2-4, One of your upgades are destroyed whilst you fend off the horde -
randomise between your upgrades to see which one, if you do not have
any upgrades then randomise a survivor to lose for the rest of the
campaign.
5-6, Damaged Property: One randomly chosen upgrades loses its perk
until you pay 10 points to repair it.
7-8, Slight Damage: One randomly chosen upgrade loses its perk for the
next turn only.
9-11, Heroic Defence: Against all odds you fight of the hordeand one
randomly chosen survivor gets a bonus red dice EXP.
12, Wandering Savior..... Whilst your setlement is under attack by the
horde a wanderer helps you fight them off, you gain a new survivor for
free worth up to 40 points including weopons that follow the initial group
build rules.
Building your settlement.
Here are the list of upgrades to your camp.
Armoury,30 points, Re-roll 2 'out of ammo' rolls per game ranged
weopons cost 5 points less for new perchases.
Fencing, 15 points, +1 to your horde attack roll.
Fortified Windows, 20 points, Sleep well: one survivor each scenario
gains 1 extra health for the next scenario only.
Infirmary, 30 points, Amputees dont need to miss the next game and can
re-roll 1 bitten character roll and life and death check but you must
accept the second outcome, also start with 1 free bandage.
Solid Stucture and defences, 25 points, +2 to horde attack roll.
Reinforced doors, 15 points, +1 horde attack roll.
Store room, 20 points, You can store equipment over your aloted hand
slots and pick and choose which weopons you take to each scenario.
Watch Tower, 25 points, +1 to horde attack roll and if you win your
scenario gain a extra supply token.
Pantry, 20 points, Ignore the first reduction to health in the life and death
phase as long as it hasent killed or amputated a limb, also automaticly
feeds the first survivor in your group.
Makeshift distillary, 15 points, Gain 1 free molitov cocktail for the next
scenario only and ignore your first panic check.
Walled Garden, 20 points, Heal 1 point of health on one wounded
survivor each scenario.
Feeding the group
Its important to keep your survivors well fed in these bleak times, after
each scenario when your ready to spend your new points you have to
spend points feeding your groups 2 points per survivor, if they starve this
turn then roll a blue dice for each starving survivor, this is the amount of
health they lose for the next game (counting Criticals also), each
consecutive game phase that they starve for you just simply add another
blue dice to the roll, i.e. 2 games starvation 2 x blue dice and so on, if
you roll over the points value im afraid that survivor has starved to death
and triggered a horde attack with a minus 2 to your roll as the chain
attack from walkers within your walls are hard to manage.

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