Professional Documents
Culture Documents
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The world of commerce and frivolous necessity has been replaced
by a world of survival and responsibility.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.
Contents
Key Concept Moving Walkers ........19
3. The Melee Phase ..........................21
4. The End Phase ..............................27
Survivor Groups ....................................28
Scenarios ..............................................30
Scenario: The Walking Dead ............31
Advanced Rules - Scenery ....................33
Advanced Rules - Custom Survivors ......37
Advanced Rules - Campaign Play ..........42
Reference ...............................................45
Game Overview
WARNING: If this is your first game, set this book aside and use the
Quick Start Guide to play through your first game of The Walking Dead:
All Out War. Once you become more familiar with the game you can
come back to this book to learn the full rules. As your collection grows,
you can even take advantage of the rules on page 28 to customize
your own Survivor group and take on more dangerous opposition!
Going Solo
It is possible to play The Walking Dead
on your own, using most of the normal
rules. In this case, you will only need
one Survivor group, fighting against
the Walkers, and a few tweaks to the
rules as follows:
Component Overview
Supplies and Equipment Cards
CARDS
Survivor Card
1.
Name
2.
Type
3.
Faction Symbol
4.
Points Value
Equipment Card
5.
Supply Card
Characteristics
6.
10.
Health
7.
Keywords
8.
Special Rules
9.
Item Slots
Leader Ability
DICE
MEASURING
Red Die
White Die
Blue Die
Black Action Die
Yellow Panic Die
Each of these symbols represents one die
that is rolled when a character makes an
Action or a rule is applied. For example,
Rick Grimes has a Shoot characteristic of
and the .38 Revolver Equipment card
adds , so if Rick made a Shoot Action with
this weapon the player would roll one blue
die and one white die.
OTHER COMPONENTS
NOISE
When NOISE is caused, the closest eligible
Walker at least partially within 10" of the
source of the NOISE immediately moves
in a straight line directly towards it (see
Moving Walkers on page 19).
MAYHEM
When MAYHEM is caused, immediately
advance the Threat Level by one point (see
page 8). Then, all eligible Walkers that are
at least partially within 10" of the source
of the MAYHEM, immediately move in a
straight line directly towards it (see Moving
Walkers on page 19).
Setting Up
Initiative
Initiative is an important
concept in The Walking
Dead: All Out War; it dictates
who goes first in each phase
of the game, and often who
resolves certain events and
special situations.
ACTIONS
Unless it is engaged in melee or is
Panicking, when activated, a Survivor model
can perform up to two actions from the list
below, in any order. You may not perform
the same action twice in one activation (so
you may not Move twice or Shoot twice for
example, but you may Move and Shoot).
ACTION PHASE
BREAKDOWN
1. Player with Initiative activates one
model and performs two actions.
Move
Shoot
Search
Hide
Stand Up
Hold Your Nerve
Swap Item
Make NOISE
Special Action
Prone Models
PANIC CHECK
When activating a model, the first thing
you must do is check the current threat
level. If the threat level is higher than
the activated models Nerve, the model
must roll
and resolve the result (see
page 8) before it is activated.
10
Move
During a Move Action, each model
must choose to Sneak or Run, using the
distances below.
ADDITIONAL
MAX
EFFECTS
DISTANCE
SNEAK
4"
None
RUN
8"
Creates
NOISE
Shoot
If a Survivor has a Ranged Weapon
Equipment card equipped, it can use this
Action to fire the weapon at an enemy.
The shooting model can target any model,
provided that the target is within line of
sight and range.
RANGE
Range is measured from the edge of
the shooters base to the nearest edge
of the enemys base.
The range of a weapon is specified
on its card, under the Ranged Weapon
heading.
LINE OF SIGHT
To check line of sight, simply draw an
imaginary straight line from the center
of the shooters base to the center of
the targets base if another standing
models base breaks that line, the
target is obscured and cannot be shot.
Otherwise, the target can be seen and
shot at.
12
TAKING DAMAGE
When a Walker is wounded, it is laid prone.
A prone Walker cannot perform any actions,
but it may be able to get back into the fight
later (see page 27).
When a Survivor model is wounded by an
attack, it immediately loses heath points
equal to the difference between the two
scores. For example, if the ranged attack
roll had 4 successes, and the defense roll
had 2 successes, the target would lose 2
health points (4-2=2).
Out of Ammo!
If the ranged attack roll includes one or
more Headshots, you must immediately roll
. On a , there is no effect. On a blank,
however, youve 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.
13
Multiple Shots
Some weapons and special skills allow the
shooter to take multiple shots as a single
Action.You may opt to fire fewer shots if you
wish, unless the weapon card specifically
forbids it. Each shot is resolved separately,
one at a time, following all of the usual rules.
Prone Models
You can shoot at a prone model following
all of the usual shooting rules. However, if a
model is prone and also in Cover, it cannot
be targeted by ranged attacks at all, as it
cannot be seen. Prone models do not block
line of sight.
14
OTHER ACTIONS
SEARCH
HIDE
STAND UP
A prone model may Stand Up by spending
an Action. Stand the model upright, and it
may then act normally.
SWAP ITEMS
15
MAKE NOISE
SPECIAL ACTION
16
EVENT PHASE
BREAKDOWN
To keep things clear, the Event Phase
follows a strict two-step sequence:
1. The Kill Zone. Walkers that are very
close to Survivor models lunge into melee.
The template is placed over each Walker. In
this example, the first Walker has no Survivors
within its Kill Zone, and will not attack for now.
The second Walker has both Rick and Liam
within reach. As Liam is closer than Rick, the
Walker will move into contact with Liam.
17
18
EVENT CARDS
If an Event card specifies that more than
one Walker must move, the first is moved
by the player with Initiative, and then the
players alternate until all required Walkers
are moved.
If both players are instructed to move one
or more Walker models during an Event,
they must choose different models a
Walker model cannot be moved more
than once by a single Event card, and this
includes Walkers entering play.
Sometimes there may not be enough
eligible Walkers to fulfil the instruction on
the Event card (for example, you may be
told to move three Walkers, but there are
only two standing, unengaged Walkers in
play). If this happens, the remainder are
taken from any spares you have, and they
enter play as described below.
2. Split Combats
3. Establish Order of Combat
2. Resolve Melee
3. Push Back
4. Resolve Damage
SPLITTING COMBATS
20
Splitting Combats
In this example, we have quite a messy situation. Derek has charged Carl, and Rick has intervened
to help his son (1). However, in the Event phase, several Walkers were drawn into the fray.
Picture 2 shows the simplest way to split the combat. All the Survivors are fighting Walkers no one
gets to fight their real target this turn, as they must face the more immediate threat!
Picture 3 is incorrect. Ricks player has the Initiative, and wants to split the combat to keep Carl safe
so Rick faces Walkers C and D. However, everyone who was fighting at the start of the phase must
still be engaged when combats are split, so this cant be done.
Picture 4 shows an alternate way to split the combat. Carls player has a choice of who to fight. He
could fight one of the Walkers as in (1), or he can push Derek into the Walkers and join in as shown
here, leaving both Walkers to Rick. For more on three-way melees, see Multiple Melee on page 24.
21
RESOLVE MELEE
Most Survivors will choose to attack their
opponent with whatever they have to hand.
However, some Survivors are poor fighters,
or are so well-equipped with armor that
they have a better chance of surviving
melee if they fight defensively rather than
offensively. Before making a melee attack
roll, a player must choose whether the
models on their side will attack or defend.
The player with Initiative always chooses
first. If both players opt to defend, no blows
are struck.
as
Note: If a model is required to roll
part of its attack (because of a weapon rule
or other special rule), the
is not counted
as part of the melee attack roll. The Action
Dice is only rolled when a winner has
been established the winning side rolls
any Action Dice it is entitled to, and the
additional effects are applied.
RESOLVE DAMAGE
Models are wounded in the same way as
described for Shooting on page 14, with
the difference in successes determining
the number of health points lost.
If a defending model wins a melee, it
may not cause any damage against its
opponents it merely pushes them back as
it fends them off.
A Walker that is knocked prone during
combat must be knocked over so that its
base is 1" away from the winner of the fight,
if possible.
PUSH BACK
As soon as a winner is determined, the
losing models are instantly pushed 1"
directly away from the winners, by the
shortest possible route, as shown.
Headshots in Melee
Headshots apply to Survivor attack
rolls as for Shooting on Page 14. If you
roll multiple Headshots as part of your
melee attack, you can only allocate one
Headshot to each enemy model in the
combat. If there are more slain enemies
than Headshots, you will just have to settle
for knocking down the remainder instead!
Bitten!
Rather
than
achieving
a
Headshot,
if
Walkers
successfully wound a Survivor
and roll one or more !, the
Survivor is bitten. Immediately
Bitten Token
flip the victims health counter
over so that the red Bite symbol is face up.
The latent infection that all Survivors carry
has been accelerated. This may have severe
repercussions for your Survivor later! See
page 27.
23
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.
24
Prone Combatants
If an attacker is not engaged in melee with
any standing opponents, it may instead
make a melee attack roll against a prone
model in base contact. The prone model
may not attack back, but may defend (even
if it is a Walker). If the attacker beats the
defense roll of the prone model, the prone
model is removed from play immediately.
If a prone model survives a melee, the
attacker is pushed back instead.
Defending Barriers
Any standing model in base contact with
the long edge of a barrier is in melee with
any standing enemy on the other side of the
barrier.
25
END OF TURN
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
, there
bitten during the game. On a
is no effect, and the Survivor shrugs off the
injury for the turn. On a blank however, the
Survivor loses 1 health point immediately.
26
INITIATIVE
After all other effects have been resolved,
the Initiative counter must be passed from
its current holder to the opposing player so
that they may go first in the next turn.
The turn is now over. Start a new turn,
beginning with the Action Phase on page 11.
Survivor Groups
POINTS MATCHES
Groups are chosen to a set points limit,
agreed in advance by the two players.
Simply select the Survivors and Equipment
you want to use, using the points values
printed on the cards, with a total of no more
than the agreed limit.
GROUP LIMITS
27
CHARACTER TYPES
Leader Abilities
Some Survivors make better leaders than
others, and change the way your group plays
on the tabletop by virtue of their unique
leadership style. This is represented by the
Leader Ability listed on their Survivor card.
This ability only applies if that Survivor is
chosen as your group Leader; otherwise it
is ignored.
28
Scenarios
Games of The Walking Dead: All Out War
are structured around scenarios, which
provide a variety of gaming set-ups, special
deployments and victory conditions.
Scenery
All the scenery you need is included in
the box - four cars and six barricades.
However, many gamers will have their own
scenery collections and will want to play on
a 3D board. To work out how much scenery
to use, refer to the Scenery Points section
on page 35.
Setup Initiative
GAMING AREA
20" square
40" x 20"
29
VICTORY CONDITIONS
Every scenario lists the criteria you
must achieve in order to win the game.
This might be as simple as wiping out
the opposing Survivor group, or scoring
points by inflicting casualties and
grabbing supplies.
SURVIVOR GROUPS
Before the game, the players must agree
on a points limit to play to. They then each
select Survivors and Equipment totaling
no more than this limit, as described on
page 28.
SETUP INSTRUCTIONS
1. Scenery
For each full 20" square section of board you
are using, you will need 14 Scenery Points
worth of scenery. The player with setup
Initiative chooses the first piece of scenery
from the collection, and then players alternate
selection until all the points are spent. If you
are using only the contents of the core set,
use 4 Wrecked Cars and 6 Barriers.
Divide the scenery evenly between the
players by points value. If there is an uneven
amount, the player with Setup Initiative
chooses who gets the higher amount.
Beginning with the player with setup Initiative,
take it in turns to place terrain pieces in the
gaming area. No terrain piece may be placed
within 2" of the dead center of the board.
Resource Hubs (see page 33 - the four cars
if using the core set) must be placed in the
Walker Zone, but no closer than 2" to another
terrain piece or the board edges. If there is
no room left to place all the Resource Hubs,
then the remainder are placed as below.
30
2. Supplies
The players must place nine supply counters
on the board as follows:
3. Walkers
GAME LENGTH
4. Survivors
The players should then roll for Initiative for
the first turn of the game.
Maximum Threat
VICTORY CONDITIONS
The aim of the game is to collect the most
resources.
If, at the end of a turn, one group has
acquired at least 7 supply counters, that
side wins. If nobody has claimed enough
supply counters by the time the Threat
Tracker reaches maximum, the player with
the most at the end of that turn is the winner.
If both players have the same number of
counters, the game is a draw.
If one group is wiped out before either can
achieve the objective, then the surviving
group wins by default at the end of the turn.
If both groups are wiped out in the same
turn, the game is a draw.
Going Solo
In a solo game, the player must collect
7 counters before the Threat reaches
maximum to win.
31
IMPORTANT!
You are now at the end of the core rules. You should make sure that you play plenty of
games with a mix of different Survivors and equipment to get a full understanding of
the rules before going any further. The rest of this book contains rules for taking your
games further, and they are completely optional.
BLOCKING
Examples of Blocking terrain include small
buildings, forests, or any other feature
significantly taller than a man. Line of Sight
may be drawn into and out of but not through
Blocking terrain.
Blocking terrain protects models behind it
from Elevated attacks, unless the target is also
Elevated.
AREA TERRAIN
This type of terrain, as its name suggests,
covers an area of the battlefield it can be
moved through, but not easily. Examples
includes forests, swamps and dangerous
ruins. The edges of Area Terrain must be
clearly defined.
Any distance moved through Area Terrain
is halved, so a Survivor wanting to Sneak 4
through a forest could only move 2. A model
may make part of its movement outside of the
terrain and the remainder inside, for example
Sneaking 2 up to the edge of a piece of Area
Terrain, with the remaining 2 halved to 1
inside it.
Walkers can move through Area Terrain but
risk becoming snagged or bogged down.
32
COVER
Most terrain pieces larger than waist-height
but not taller than a man have the Cover
special rule the barriers and cars supplied
in this box are examples. As described on
page 15, if a ranged attack passes through any
Cover, then the target model gains a bonus to
its Defense against ranged attacks.
There are two types of cover in the game: Light
Cover (such as fences and other low barriers),
and Heavy Cover (such as abandoned cars
and fortified walls).
When a ranged attack is taken, trace a dead
straight line between the attacker and the
target, and take note of any scenery that falls
even partially beneath that line.
DEFENSIBLE
Defensible terrain pieces like the barriers
in this box can be defended in melee, as
described on page 25.
ELEVATED
These terrain pieces are distinguished by
33
IMPASSABLE
This scenery may not be moved through or
over. Examples include high walls or tangles
of barbed wire.
BUILDINGS
To keep things simple, you may wish for
buildings to be locked and boarded up, so that
they are simply impassable for the purposes
of your game (during combat, theres no time
to break in). However, if you wish to have
buildings that you can enter, then buildings
can be defined using all of the terms listed
above in various combinations. For example:
RESOURCE HUB
This scenery may be allocated a supply
counter during scenario setup, as described
in the scenario rules. Examples include cars
and tents.
TRAVERSABLE
. On
To make a Climb test, simply roll
a , place the model on the opposite side of
the scenery piece (this is usually short edge to
short edge some Traversable terrain is long
and thin, and can obviously not be traversed
lengthways like a tightrope!). The model may
continue moving if it has movement remaining
(the width of the Terrain is counted as part of
the move).
SCENERY POINTS
If you are using your own scenery collection
for your games, you will need some
guidelines for how much scenery to place
when setting up, as described on page 29.
To do this, you need to assign each scenery
POINTS
1
2
EXAMPLES
Barrier (up to 4 long); Motorbike; Small Tent
Car; News-stand; Large Shed/Outbuilding; Large pile of crates; Dumpster
Large Truck or RV; Trailer; Small Wood (collection of trees up to 4 diameter); Shipping Container; Guard Tower; Articulated Lorry
35
5. Health
6. Pack Slots
7. Special Rules
8. Leader Abilities
9. Points
BUILDING A SURVIVOR
The following rules will explain how to
create your character, step-by-step. You
will need to calculate the points value
as you go, so make sure to keep a note of
this as you complete each step. The points
value of your custom Survivor is obviously
really important to the game, otherwise
wed all just make unbeatable characters
to represent ourselves! These rules below
show you how to build a character, and
how each decision you make about their
strengths and weaknesses will affect the
cost.
36
1.
Faction
4.
2.
Character Type
3.
Characteristics
DICE
Nerve
POINTS
Medium: +5 points
High: +15 points
5.
Health
POINTS
+0
+2
+5
+9
+14
+20
3/3/5
MELEE
5/6/7
10/12/16
3/4/6
SHOOT
6/7/8
12/15/20
2/2/3
DEFENSE
3/4/5
7/10/12
37
6.
Pack Slots
8.
PACK SLOTS
POINTS
+0
9.
+1
+2
7.
Leader Abilities
Points
+5
Special Rules
roll
. On a
, an enemy Survivor of
your choice from the same combat must
discard one equipped Weapon or Special
Item card of their choice.
39
game, roll
at the start of this models
activation. Distribute that many extra
actions amongst the Survivors in the group
yet to act (including the Leader). No model
may receive more than one bonus action.
40
WHAT IS A CAMPAIGN?
In its simplest form, a campaign is a series
of linked games, where players choose
a group and keep the same collection of
models from game-to-game. Campaigns
are normally organized in a basic leaguestyle system, so that each participant plays
one game in a single round, or campaign
turn, results are recorded, and then a new
round starts.
The really exciting thing about campaigns
is watching your group grow with
experience. With each victory, your
Survivors will improve their skills, and you
can earn points which can be spent on
recruiting new members of the group and
purchasing equipment.
Group Name:
Survivor
CAMPAIGN ROSTER
Player Name:
leaderboard as necessary.
Points Total
(Survivors + Equipment):
Equipment Cards
41
Unspent Points:
Experience
Post-Game Sequence
1. Life and Death
2. Experience
3. Supplies
1.
Amputations
If a character permanently dies from a bite
as described above, they can be saved by
an emergency amputation if you wish. Roll
to see whether their arm or leg is affected
as normal (see page 46).
If a Survivor lives, but suffered an
Amputation either during or after a game,
they must miss the next campaign game
while they recover. Also, any effects to
their movement or hand slots are carried
forward for the rest of the campaign. Just
because they survived doesnt mean they
grow a new limb!
1. Roll
for every model that was alive at
the end of the game but had been Bitten
(i.e. their health counter was flipped
to show the red Bite icon). Reduce the
Survivors health by the number rolled
42
Loss of a Leader
3.
2.
SUPPLIES
EXPERIENCE
UNDERDOG BONUS
Credits
Painting: Dave Neild,
Steve Cornish, Death Ray Designs,
Knights of Dice
Skybound Entertainment
CEO: Robert Kirkman
President: David Alpert
Director of Business Development:
Shawn Kirkham
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.
44
Reference
KEYWORDS
Amputate: May be performed as a Special
45
One-Use: This item may only be used once, with this weapon. On a blank, the weapon
weapon.
46
= it
= no
2. Roll for each Bitten model.
effect, blank = lose 1 health.
3. Resolve any end of turn effects.
4. Check scenario for victory conditions.
5. Pass Initiative counter to opponent.
6. Start a new turn.
Panic (Page 8)
on both sides.
Move
Shoot
Search
Hide
Stand Up
Hold Your Nerve
Swap Item
Make NOISE
Special Action (from cards etc.)
Attack Roll
ADDITIONAL
EFFECTS
SNEAK
4"
None
RUN
8"
creates NOISE
Melee Roll
Going Solo