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Read This First

Quick Start Rules


Welcome to The Walking Dead: All Out War. This booklet will take you through the
basic rules of the game and allow you to get playing in dead-quick time.
To do this, some of these rules may be slightly different to the main rulebook. While
youre learning, ignore anything that is not specifically mentioned in this booklet you
can learn the rest of the rules later once youve mastered the art of killing Walkers!
There is also a small chance that you will come across situations not covered by this
booklet. If this happens, think about what Rick would do. Make a judgement on the
most sensible solution, and do that!

Components
Range
Ruler

Threat Tracker

4 Cars

Kill Zone
15
points

Walker

Rulebook
35
50
POINTS

POINT S

Quick Start Guide

12

POI

20

NT

S
Rick Grimes

Derek

TACTICIAN

20

CAR

ATLANTA CAMP LEADER


SCAVE

NGER LEADE
R

CYNTH

BRUISER

POINTS

L Gr
im

IAN

POINT S

Initiative
Token

10

POI

NT

PATRICKS SAN
DRA
SCAVENGER
BRUISER

es

A
SUPP SURVIV
OR
ORT

SCAVE

LIA

NGER

RUNNER

SUPP

ORT

HIGH

HIGH

MED

Doe
ever s this
yone mea
Were
n
good peop else? I get
but wer
to ca
le, we
e
rr y
well do desperate and are,Stay Calm!:
Be More a gu
Blood Ties: If what
Carl ever
Grimes is in the Rick may
Afrain
it
of Me
s perform
this :inAny dnow
same group as Rick, and istake
within
to his
his Kill Zone, Rick gains
melee attack and defense rolls.

frien
place
of adly
Hold
mode
Yourwithi
Nerve
n Dere l
ks
Kill Roll
action.
Zone uses
Nervethe
andhis
reduce
value
insteLevel
Threat
ad of its
byown.
that many
points.

IUM

MEDIUMMED
IUM

Outnumbering: A single Walker in a


combat rolls its Melee value as normal
(1 ). A second Walker in the same
combat rolls 2
; the third Walker rolls
, and so on, up to a maximum of 5
.
3

6 Barriers

Walker Reference
Card

11 Dice

LOW

Ple
Gu ase! Do
rrgl
e nt
! No

like

! No
Nimble:
ar rg
Were
willing to take our chances going
h!
she may At the start of
a mele Were makingNeag
backconta
on the roll
road isnt
e inclu
. On aan option.
gh
ct and
, she move ding Sand
at least
a stand
here.
by the
ra,

s
1
out
shortest
away
route possi from all curreof base
models
if nece
nt enem
ble (mov
ssary).
ies,
ing throu
gh

6 Survivor Cards

Rick

Carl Derek Liam Sandra Patrick

12 Walkers

ASSEMBLY INSTRUCTIONS
Punch out all of the counters and scenery
from the card sheets.

10 Activation
Counters

Insert the plastic


spinner into the
Threat Tracker, as
shown:

10 Health
Counters

9 Supply
Counters

+ 1Alarm!
+1
Pandemonium
Too
Roamers
Quiet

THREAT

THREAT

REMAINS IN PLAY

All Quiet: Each player rolls and


All Quiet
All&Quiet
Low
Threat:
& Low Threat:
The
Each
All Threat
Levels:
player
with
moves
that The
many
eligible
Walkers
Walkers
player
suddenly
moves
stop
one
and
eligible
nothing
Walker
Initiativeinchooses
a Car
other
a direction
of (or
their
choice.
seems
in
happen.
aCars
direction
Addof1their
to the
choice.
Resource Hub if there
areto
no
Threat
Level.
in play).Low
If possible,
must
be onerolls
Threat:itEach
player
that has and
no Survivors
within
moves that
many6".
eligible
Walkers in a direction of their
Medium
Threat:
Each
player rolls
Medium-High
Threat:
The
groans
The carschoice.
alarm Then,
goes
off, Walkers
creating
enter
play.
and
moves
that
many
eligible
get
louder.
Add 2 to the Threat
MAYHEM instantly.
The
car will
Walkers
in a direction
of their
Level.
cause MAYHEM
at the
start
of
Mediumagain
Threat:
Each
player
rolls
every Event phase
until a choice.
Survivor
and moves
that
many eligible
moves into
contact
it and uses
Walkers
in with
a direction
of their
a Searchchoice.
action Then,
to shut it off.
Onceenter play.
Walkers
the alarm has been shut off,
discard
High
Threat: Each player rolls
this card.
moves
High Threat: Playersand
move
all that many eligible
Walkers
in a direction
of their
eligible Walkers in
a direction
of
Then,
Walkers enter play.
their choice. Then,choice. Walkers
enter play.

15 Event
Cards

10
POINTS

Baseball
Lucky
Bat 18
Hat
Hatchet
9mm PistoL
10
12

POINTS
MELEE WEAPON
ARMOR: POINTS
HEAD
MELEE WEAPON
RANGED WEAPON
CARL GRIMES ONLY
10"

POINTS

Adds to
melee
attack
Amputate,
Dual Wield.
Each
time
Carl is Handgun,
reduced
Reliable.
to 0 health
points,
roll
. attack
to ranged
roll. Bruisers
may Adds
reroll
1 Adds
to
melee
= Carl roll.
is not removed,
attack roll.
per melee
and isattack.
instantly restored
to 1 health point. On a
blank he is dead as usual.

8 Equipment
Cards

Booby Ammo
TrapFootball
Reload Pads
Lurker
INCIDENT!SPECIALARMOR:
ITEM
BODYINCIDENT!

The searching
modelReduce
suffers
The
searching
model suffers
Attachment
(Ranged
damage
taken
a ranged attack
with from
and
a this
melee
attack
Weapon).
Discard
melee
attacks
bywith
1.
and the Blast
keyword.
Then to
may only defend. The attack
card
as an action
discard this card.
is subject to the Bitten! rule.
reload the attached
Increase the Threat Level by
weapon.
1 and discard this card.

16 Supply
Cards

Tutorial Part 1 - Learning to Survive

The sun is setting, and Derek has sent


Sandra and Patrick on a last-ditch supply
run before it gets dark. Theyve come
across a cache of food in an abandoned
warehouse, but its surrounded by Walkers!

4. Shuffle the Event and Supply card


decks and place them face-down
at the side of the gaming area.
Only use the cards from the deck
with the
symbol.

This game can be played solo, or cooperatively with one player taking
Sandra and the other taking Patrick.

Setup
You will need to set up the game as follows:
1. Define a 10" x 10" playing area on
a flat surface.
2. Gather the components in the
diagram above.
3. Place the supply counters,
Survivor models and Walker
models onto the playing area in
the positions shown.

5. Put the Walker reference card,


Threat Tracker, Range Ruler, Kill
Zone template and dice within
easy reach.
6. Turn the dial on the Threat
Tracker to position 4.
TURN SEQUE

1. Action Phase

NCE (PAGE

(page

10)

1. Player
11):
with Initiative
model. The
model may activates a
2 different
perform up
to
2. Opposing Actions.
3. Alternate player activates a
until all models model.
activated
have been
.

2. Event Phase

Once youre ready to


begin, it can be useful to
have the back cover of the
rulebook in front of you
too, for a handy reminder
of the rules.

(Page 18):

1. Walkers
will attack
Survivor in
the closest
their Kill
2. Draw an
Zone.
Event Card.
Make any
Increase
Threat
at the top,
section of
then resolve
Threat Level.the card matching
the

3. Melee Phase

(Page 21):

1. If there
is any melee,
Level by
increase
1.
Threat
2. Split combats
so that only
is on one
or both sides. one model
must fight.
All models
3. Player
with
order in which Initiative chooses
the
melees are
4. Resolve
resolved.
each melee.

4. End Phase

(Page

27):
1. Roll
for each
prone
stands up,
blank = no Walker.
= it
effect.
2. Roll
for each
Bitten model.
effect, blank
= no
= lose 1 health.
3. Resolve
any end
of turn effects.
4. Check
scenario
5. Pass Initiative for victory condition
counter to
s.
6. Start a
opponent
new turn.
.

models, and
blocks line
models.
of sight

Attack Roll

to prone

HEADSHOTS

(!) (PAGE

MOVING WALKER

An eligible
S (PAGE 19)
Walker is
standing
and unengageone that is
Walker
d.
movemen
with the player t is alternated
with Initiative. , starting
Walkers
always move
Walkers
6 in straight
will
a Survivor, stop if they hit scenery lines.
but may move
or
Walkers.
through other
Walkers
already in
contact with
will move
around it
scenery
by the shortest
possible
route.
Each Walker
may only
per Event
be
card (including moved once
entering
Walkers
play).
If there
are too few
fulfill an instructio eligible Walkers
to
n, any surplus
play.
enter
When a
card says
Walkers
they must
enter play,
be
table edge, placed in contact
with
not within
Zone.
a Survivors any
Kill

Shooter rolls
models Shoot dice from Weapon
card and
Target rolls value.
dice from
and Armor
its
cards if any, Defense value
appropria
adding Cover
te:
if

o for each
barrier passed
o for each
over.
car passed
Total
over.
on both sides.
If the shooter
loses health has more , the
target
If the target equal to the difference
has more
effect.
or it is a draw,.
no
Resolve
any
by the shot. NOISE or MAYHEM
caused
Note: A
Survivor may
shoot into
Roll before
melee.
the attack
roll to see
you hit.
who
= intended
target of opponent
target, blank
=
s choice.

RESOLV

14)
Against
ING MELEE
Survivors
Handgun
(PAGE
, each ! inflicts
extra damage.
Attacks:
Models with 22)
one
Handgun
If the attack
may
a
rolling. Resolvefire it in melee before
kills the Survivor,
removed
this like a
they
and cannot
MAYHEM
Shoot Action
come back are
Walker.
occurs as
as a
shooter is
normal. If
the
still in melee
Against
may only
after the shot,
Walkers,
defend.
any ! will
it
the model
Attack/D
remove
permanen
efend: Survivors
tly if it takes
damage.
attack or
defend, rolling choose to
any
Defense dice
their Melee
Any Survivor
respectiv
Panic (Page
or
that rolls
ely.
o Player with
8)
a ! with a
Weapon must
Importan
Ranged
o All models Initiative decides
t: Check
first.
blank = out then roll . =
before activating
a model.
on the same
no effect,
same.
If Threat >
of ammo
side
do the
the weapon
cannot fire
Nerve, model
Panickin
o Models
is
g. Roll
Only one until reloaded.
with no Melee
.
Flee!: Run
! may be
defend.
dice must
allocated
8" in a straight
model in
away from
to each
o Walkers
melee.
line, directly
the
always attack.
further Actions.nearest enemy. Take
Bites: If
Walkers cause
no
Terrified
any !, the
damage and
!: Only perform
Survivor is
roll
this turn.
bitten turn
Health counter.
one Action
NOISE AND
over its
Prone Combata
Quiet!: Only
MAYHE
Importan
perform one
M (PAGE 7)
nts: Prone
this turn,
t: NOISE
only defend.
Action
and it may
models
and MAYHEM
resolved
not cause
MAYHEM
immediat
are permanenIf they take damage, may
are
NOISE or
.
ely after
causes them,
they
tly removed.
Barriers:
Scream!:
before other any Action that
A Survivor
NOISE:
more Action. Make NOISE, then
Closest eligible Actions.
fighting
on the other
take one
+1 Threat.
10 moves
side of a barrier an enemy
Walker
Berserk!
bonus if
gains a
MAYHEM towards the NOISE. within
:
it defends.
melee attack. Act normally, and
: Add
add to
then all eligible 1 to the Threat
+1 Threat.
Melee Roll
Level,
Each side
move towards Walkers within 10
adds up all
the MAYHEM
or Defense
dice from
ACTIONS (PAGE
.
Melee
values and
that grants
any equipmen
OTHER ACTION
11)
Move
extra dice,
together.
rolling them t
S (PAGE 16)
Search:
Search
Shoot
Take
Stand Up
Total
base contact. one supply counter
Hide
on both sides.
in
Hold Your
most is the
o Neither
Swap Item
The side
the counter
with the
Nerve
winner.
searching
Special
nor the
o In a draw,
Action (from Make NOISE
model may
Survivors
enemy.
be touching
and the player
cards etc.)
beat Walkers,
an
with Initiative
o Draw top
opponent
MOVE (PAGE
beats the
card of Supply
All models .
SEARCHE
12)
deck unless
D side is
on
showing.
pushed back the losing side are
o Resolve
MAX
Incident!
If the winners 1".
cards
ADDITIO
immediat
DISTANC
ely, otherwise
NAL
were attacking
E
side loses
equipmen
EFFECTS
take
SNEAK
, the losing
health
Hide: Lay t.
in rolls, distributeequal to the difference
4"
the model
None
RUN
prone.
player chooses. d as the winning
o Model must
8"
If the winners
scenery and be in contact with
creates NOISE
have no enemies
were defending
Climb Test:
no effect.
Kill Zone.
, there is
in their
Stand Up:
ends Move. Roll . = success,
Runners pass
blank
Stand a prone
automatic
model upright.
Hold Nerve:
ally.
Roll .
Going Solo
SHOOT (PAGE
Level by
=
reduce
1, blank =
Threat
The single
13)
no effect.
Importan
o Cannot
player
t: A
be
and any reference always has Initiative
has a Ranged model may only
Panicking done if model is
shoot if it
.
Weapon.
or the opponent to either the
Make NOISE:
refers to the player
player.
Swap Items: Model makes
Line of Sight:
single
NOISE.
Model may
Drawn from
Increase
shooters
between
the
move items
center
base
slots, and
each turn. Threat by 1 at the
give items
Models block to center of targets of
Survivors
end of
to friendly
in its Kill
base.
line of sight.
Any Event
Zone.
provides
Scenery
cards referring
Cover (see
direction
below) to
to a
of the
standing
Walkers towardsplayers choice
move
the nearest
instead.
Survivor

Playing the Game


The Walking Dead: All Out War is played in
a series of turns, each of which is broken
down into the following phases:
1. Action Phase players activate
their Survivor models, moving
them around the table. However,
the Walkers may react...
2. Event Phase the Walkers are
activated and will move toward
your Survivors.
3. Melee Phase all hand-to-hand
fighting is resolved.
4. End Phase dead Walkers can
rise again, and you check to see if
youve done enough to win!

This is an important choice to make, as


NOISE will draw the Walkers towards you,
but Sneaking to stay quiet will take longer
to cross the table.
Survivors do not have to move in straight
lines they can move in any direction up to
the distance listed in the table.
Survivors may not move through other models.
If a Survivor comes into contact with an
enemy at any point it will immediately
stop and make no further Actions.

We will now play through turn 1, going


through the phases one by one. Each phase
will finish with an example for your first
game simply follow this step by step.

NOISE

1. ACTION PHASE

Staying silent is an essential skill when


trying to avoid the Walkers, but it is not
always possible!

Survivors are activated one at a time, each


making two different Actions they may
not make the same Action twice. There will
be more options later, but for your first turn
we will talk about how to Move.

When NOISE is caused:


Measure 10" from the NOISE.
Pick the closest, standing Walker
not in base contact with a Survivor
that is at least partially within range
(Note: this is referred to as an
eligible Walker).
It immediately Shambles 6" in a
straight line directly towards the
NOISE.
If the movement brings it into contact
with a Survivor, it will stop. Walkers
will move through other Walkers.
This is done immediately after the
NOISE is caused, so it can stop
Survivors from making a second
Action.

Move
The Move Action allows Survivors to travel
around the gaming area. When moving,
each model must choose to either Sneak or
Run, using the distances below.
MAX
DISTANCE

ADDITIONAL
EFFECTS

SNEAK

Up to 4"

None

RUN

Up to 8"

Creates
NOISE

The range ruler has these distances marked


on it. Choose a direction, and place one end
of the ruler in contact with the models base.
Pick up the model and move it, placing it
behind the marker for the distance you
want to move.

The red side of the ruler has these


distances marked for your convenience.

Take the template and hold it over each


eligible Walker on the table so that the
Walker itself is fully visible through the
hole in the middle.

Tutorial Action Phase 1


Try taking your first Action phase now.
Give both Sneaking and Running a try
and see how the effects work differently.
Follow our example:

If there are any Survivors at least partially


beneath the template, the Walker is
immediately moved into contact with the
nearest one.
If there are no Survivors under the Kill Zone
template, the Walker does not move.

2. Draw an Event Card


Next, draw a card from the Event deck.
This will affect the movement of the
Walkers on the table, and this is also where
the Threat Tracker will come into play the
cards will have different effects depending
on the current Threat.
Patrick Sneaks towards the supply counter on
the far right. As Sneaking is silent, this will not
affect the Walkers.

Read the card, and apply the results that


relate to the current Threat Level.

Sandra decides to Run towards the counter


on the left so that she can get there quicker,
but this causes NOISE. The closest Walker is
Walker A, so it will move towards Sandra. Its
6" move is enough for the Walker to move into
base contact, and so it will fight her in the
Melee phase later.

In this game, the Threat Level started at


position 4 Low Threat, so you would
apply the result following the Low Threat
heading.
Some Event cards require you to increase
the Threat Level before resolving the
event. This may result in the Threat Level
increasing to the next band, meaning that
the cards rules will become deadlier.

Once youve decided where to move,


its time for the Event phase.

2. EVENT PHASE

Moving Walkers

In the Event phase, all manner of dangerous


things can happen as the Walkers shamble
around the table. The phase has two parts:

Event cards usually require you to move


Walkers around the table. The number of
Walkers is often determined by the roll of a
die. For example, if a card said Each player
rolls
and moves that many eligible
Walkers, you would roll a blue die, and
pick a number of Walkers to move equal to
the number of
symbols rolled.

1. Check Kill Zones


2. Draw an Event Card

1. Check Kill Zones

Kill Zone Template

Each Walker on the table


has a Kill Zone an area
in which no matter how
quiet you are, you will
still be attacked! The Kill
Zone template is used for
this.

IMPORTANT: Because the Tutorial is


played solo, without an enemy force, there
are some changes to how the cards work.
All Walkers moved by Event cards in this
game must move towards the nearest
Survivor rather than a direction of the
players choice.

Moving Walkers - Key Points




Walkers always move at a Shamble (6").


They always move in straight lines.
Walkers may move directly through
other Walkers and supply counters,
but may not stop on top of them.

Walkers will stop if they come into


contact with a Survivor.

When moving Walkers into base


contact with a Survivor, it is always
considered reasonable to shuffle
models around slightly to allow
additional Walkers to attack, as long
as there is room.

Each Walker may only move once


for each Event card drawn, and this

includes Walkers entering play.


If there are not enough standing,


unengaged Walkers on the table
to fulfil the cards instructions, any
surplus Walkers will enter play from
the edges.

Walkers Entering Play


If for example a card says
Walkers
enter play, you would roll a white die
in the same way as if you were moving
Walkers. However, instead of moving those
already on the table, you must take extra
Walkers from the game box and place them
anywhere on the edge of the gaming area.
They may not be placed within the Kill
Zone of a Survivor.

Tutorial Event Phase 1


Take your first Event phase now. When you draw an Event card, have a look through
the deck at the different results, and how dangerous they can get at higher Threat
Levels. Follow our example Event phase:

1. Check Kill Zones


The Kill Zone template is placed over the two standing Walkers who are not currently engaged - B
and C.Walker B has no prey within reach, but Walker Cs template overlaps Patrick. It is moved into
contact with him.
2. Draw an Event Card
Then an Event card is drawn from the deck The Hunger. This card increases the Threat before it
is resolved, so the dial is turned to position 5. The Threat Level is still Low, so the Low Threat result
from the card is resolved, moving a single Walker. As only Walker B is still eligible, this one is moved
towards the nearest Survivor, Sandra, stopping when it comes into contact.

3. MELEE PHASE

Walker Outnumbering

In the Melee phase, all models in base


contact with an enemy will fight. As this
is so dangerous, if there are any models
engaged in melee the Threat Level is
increased by 1 at the start of the phase.

When there are multiple Walkers on


one side of a melee, they roll a number
of dice shown in the table below:
WALKERS

Melee is resolved separately for each


group of models in contact.
The first step is to work out which dice to
roll. Every model has a set of values on
their card. The two that we are looking for
here are Melee and Defense.

Defending can give you a better


chance of surviving an attack, but
you cannot harm your opponent.

10

15

The Melee Roll

Before rolling any dice, players must


decide whether their models will attack or
defend, which will determine which value
they use.
Attacking is the only way to damage
an enemy model.

As you can see, getting swamped


by a herd can spell death for your
characters better to take the Walkers
on one at a time!

These values are shown as a number of


dice. Each model will roll this many dice
and compare to their opponents roll to see
who wins.

DICE

Once you have chosen to attack or defend,


take the number of dice shown on your card
and roll them. If there are multiple models
on one side of a melee, their dice are rolled
together. You will also need to roll for the
Walkers, although in two-player games
your opponent will do this for you.
All of the dice rolled will show a number
of
symbols add these up to get a total
score for each side.

All models on one side of a melee must


do the same thing, and they roll their dice
together. Walkers can only attack in melee
they cannot defend.

The side with the highest total is the


winner. If the result is a draw, Survivors will
always beat Walkers.
Dont put the dice aside just yet youll
need to refer to the results in a minute.

Push Back

For each point of damage on a Survivor,


move the Survivors health counter one
space to the right. If the counter reaches 0,
the Survivor is dead. Replace the Survivor
with a prone Walker.

Any models that lose a melee are


immediately pushed 1" directly away from
all of the models they had been fighting.

Headshots ( ! )

If a model cannot be pushed back due to


the proximity of other nearby miniatures
or the board edge, the winning models are
pushed back instead.

You will see that the dice also have a


Headshot (!) symbol on some faces. These
symbols do not add to your total, but are
the only way to permanently kill a Walker.
Walkers that suffer any damage from
an attack that rolls a ! are removed from
play.

Resolve Damage
Compare the dice totals from the previous
step. The difference in these scores is the
damage done to the loser. For example, if
the winning roll had 4 successes, and the
losing roll had 2 successes, the loser would
take 2 damage (4-2=2). If a defending
model wins a melee, it does not cause
any damage.

If a Survivor is killed as a result of an attack


that rolled a !, no prone Walker model is
placed theres no coming back from a
headshot!
If you roll multiple Headshots as part of
your melee attack, you can only allocate
one Headshot to each enemy model.

When a Walker takes any damage, it is laid


prone. Put the model on its side. It may be
able to stand up again later.

Tutorial Melee Phase 1


Take your first Melee phase now. Try rolling the dice for each melee a couple of times to
see what different results you can get. Heres how our example Melee phase turned out:
There are models in melee, so the Threat
Level is raised by 1 point. The player
chooses to resolve Patricks melee first.

Sandra decides to defend. She is fighting


two Walkers and has a better chance of
success with her Defense value of white
dice are stronger than red ones. She rolls
the die and gets a total of 2, along with a
Headshot (!). However, she is outnumbered
by 2 Walkers, rolling 3 dice. This results
in a total of 3 successes. Despite Sandras
lucky headshot, Sandra is the loser and
is moved back 1". The difference in the
scores is again 1, but this time its Sandra
who takes the damage. Her health counter
is moved one place to the right.

His Melee value is


, and the Walkers
Melee value is . Patrick rolls his die and
gets a total of 1, and the Walker rolls a
blank no successes at all! Patrick is the
winner, and he pushes the Walker 1" away.
The difference in the dice scores is 1, so
the Walker takes 1 point of damage. This
is enough to knock it down, but not kill it
outright.

4. END PHASE

Search

In this last phase of the turn, its time to see


if the players have done enough to win!
However, first they need to see if theyve
done enough to keep the Walkers down.

The Search Action allows a Survivor to


collect a single supply counter, and find
any useful resources that might be hidden
there. To Search,
The Searching model must be in
contact with the counter.
Neither the Searching model nor the
counter can be touching an enemy.

For each prone Walker on the board,


including any Walkers that used to be
Survivors, roll a black die ( ). If you roll
a
, the Walker model is placed upright
again, and will be free to act next turn. On a
blank, it stays prone.

When a Survivor searches a counter, take it


and place it on their Survivor card to show
that they are carrying it.

Now the players check for victory. In this


starter game, victory is achieved when the
Survivors are holding all three of the supply
counters at the end of the turn. Note that the
Survivors can still win even if one of them
has died.

Then, draw the top card from the Supply


Deck to see what else youve found. Most
cards in this deck represent equipment that
can be used by the Survivor in the game.
Some however will cause an Incident! The
instructions for these will be detailed on
the card. Ignore any reference to the Bitten
rule for now.

Tutorial End Phase 1


Your first End phase should be very
quick, as you wont have had time to
win yet. All you need to do is roll for
each prone Walker.

Note that if a Survivor is killed they will drop


any supply counters they were carrying
place them on the board in the spot where
the character died. These can be picked up
again by other Survivors, but will not grant
new equipment place them with the
Searched face upwards and do not draw a
Supply card when they are searched.

Equipment
In our example game, there is one prone
Walker, knocked down by Patrick. The black
die is rolled and comes up blank, so the
Walker will stay down for now.

Equipment cards are placed next to your


Survivor card, and will have text explaining
how they are used. Most common will be
Melee Weapons that add dice to your attack
roll in the Melee phase, so you will be more
likely to beat your opponent. A Survivor
may only use one Melee Weapon at a time.

TURN 2

Attacking Prone Models

In this turn you will be able to reach the


Supplies, so youll need to learn about a
new Action type Search.

The final rule that you may come across


in your second turn is the ability to attack
models that are already on the ground.
If you do this, the prone model may only
defend in Melee. If it loses the Melee, it is
automatically removed from the table.

Tutorial Turn 2

1. Action Phase: Sandra is already touching


a supply counter, so she makes a Search
Now you know the basics, try a few more turns until Action. She places the counter on her
you manage to collect all the supply counters, or die Survivor card, and then draws a supply
trying! When youre finished, play the whole game card, revealing Hockey Stick. She uses
through again, trying different tactics. Once youre her second Action to Sneak towards the
counter in the middle.

confident with the rules, its time to move on to the


second part of the Tutorial. Heres how we got on in So that he can get to the final counter
our game:
this turn, Patrick Runs. The closest

Walker, C, is prone, so the NOISE


instead draws the next nearest,Walker
B. It has not yet reached him, so he can
use his second Action to Search. He
draws the Lurker card there is a
Walker hidden amongst the supplies!
He suffers a melee attack with two red
dice, rolling a 2. He can only defend in
response, and using his Defense value
of
rolls two blanks. This is a
difference of 2 points, and so Patricks
health counter is moved two places to
the right. The Threat is increased by 1
and the Lurker card is discarded.

1. Action Phase

2. Event Phase: Patrick is now within


Walker Bs Kill Zone, and it moves
into contact. Then the Pandemonium
card is drawn, increasing the Threat
to 8. The Low Threat result is resolved.
Firstly, a blue die is used to move the
Walkers, rolling a 2. The remaining
eligible Walker, A, is moved towards
the nearest Survivor, Sandra, stopping
when it reaches her. As this was the
last eligible Walker on the table, an
extra Walker (D) is placed onto the
edge of the table instead, in a position
of the players choice. Lastly, a white
die is rolled, resulting in a 1, bringing
on one more Walker (E).

2. Event Phase

3. Melee Phase: Again there is Melee, so


the Threat is increased to 9, reaching
Medium. Armed with a Hockey Stick
granting an extra red die, this time
Sandra defeats the Walker that has
attacked her. In addition, she rolls a
Headshot (!), killing the Walker outright.
Patrick isnt as successful his melee
ends in a draw. He is able to push the
Walker back, but does no damage.

3. Melee Phase

4. End Phase: A
is rolled for the
prone Walker and it stands back
up. Finally, checking the victory
conditions, Patrick and Sandra still
have one counter to collect, so they
will need to survive a third turn
before they can win.

4. End Phase

Tutorial Part 2 - Surviving on Your Own


On the outskirts of Atlanta, Rick is teaching
Carl to shoot, and the noise of the gunshots
has drawn the Walkers a bit too close.
However, the Walkers werent the only
ones nearby a rival group has turned up,
hoping for an easy score.
This second game is for two players, one
taking Rick and Carl, and the other taking
Dereks gang. In this game you wont just
be fighting the undead there are other
Survivors to battle for supplies too!

Setup
You will need to set up the game as
follows:
1. Define a 20" x 20" playing area on
a flat surface.
2. Gather the components in the
diagram below. Note that this
time, some of the characters start
the game with items already
equipped.

3. Place the scenery pieces, supply


counters, Survivor models and
Walker models onto the playing
area in the positions shown.
The cars, supply counters and
Walkers must all be within the
central area, at least 5" from the
Survivor edges.
4. Shuffle the Event and Supply card
decks and place them face-down
at the side of the gaming area.
This time you should use the full
decks.
5. Put the Walker reference card,
Threat Tracker, Range Ruler, Kill
Zone template and dice within
easy reach. Turn the dial on the
Threat Tracker to position 1.
This game will use a few more rules than
last time well go through these in the
next few pages. In this game you will be
free to try out all of the rules yourself make sure you play through a few times
to become familiar with everything.

10

INITIATIVE

NEW ACTION SHOOT

Now youve got two groups of Survivors, its


time to learn about Initiative.

If a Survivor has a Ranged Weapon, it can


use this Action to fire it at any unengaged
enemy within range and line of sight. A
Survivor may only use one Ranged Weapon
at a time.

Instead of a player activating


all their models at once, instead
players take it in turns to activate
one model at a time. The player
who goes first is the player with
Initiative. In this game, the
player controlling Rick starts
Initiative Token
with Initiative, and should be
given the Initiative counter. In subsequent
turns, the player with Initiative must pass
the counter to their opponent in the End
Phase so that it alternates between players
as the game goes on.

Range
The range of the weapons in this game is
10" use the range ruler and measure
from the edge of the shooters base to the
nearest edge of the enemys base to check
that a target is close enough.

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.

In addition to Survivor movement, Initiative


is also used to alternate Walker movement
after drawing an Event card.

SCENERY
In this game you will see that there is
scenery on the table cars and barriers.

Ranged Attack Roll

Scenery cannot be moved through by any


model. Survivors can move around it freely,
but as Walkers always move in straight
lines, they will stop whenever they hit
a scenery piece. This can be used to the
Survivors advantage, by using the scenery
to hold back the Walkers advance when
NOISE is made.
Walkers already in contact with scenery
at the start of their move will move around
it by the shortest route possible.

EVENTS

Once you have a target, the Shooting attack


is done in the same way as a Melee attack.
The shooting model takes the dice listed on
the weapon card, adds the dice from their
Shoot value, and rolls them all together. The
target model then makes a Defense roll.
The results are compared, and the target
model will take damage equal to the
difference, just like a melee attack. If the
Defense roll was higher than the Shoot roll,
no damage is done. Headshots will affect
the target as usual.

Out of Ammo!

Dont forget, now that you have two players,


you can move the Walkers in a direction
of your choice, should the card say so.
However, so can your opponent!

11

If a ranged attack roll includes any


Headshots, you must immediately roll
. On a
, there is no effect. On a blank,
however, youve just fired your last round!
Resolve this shot as normal, but the weapon
may not be fired again until you find more
ammo and reload.

Cover

NEW RULES EXAMPLE

Scenery does not block line of sight


although it does provide a Defense bonus.
For each barrier that the shot
passes over, the target adds
to
their defense roll.
For each car that the shot passes
over, the target adds
to their
defense roll.

MAYHEM
Now that there are guns in play, there will be
a lot more noise to draw the Walkers. Louder
noises such as gunshots are called MAYHEM,
and weapons that cause MAYHEM will have
this on their card:

MAYHEM works like NOISE, but instead


of drawing the closest Walker it will draw
every eligible Walker within 10". In addition,
it will raise the Threat Level by 1.

NEW ACTION HOLD NERVE

Ricks player has the Initiative, and can


activate a model first. He chooses Rick. Rick
is armed with a 9mm Pistol, and shoots at
Derek, who is 6" away and therefore in range.
The pistol rolls
, and Rick adds his Shoot
value of
to the roll. Derek has a Defense
value of
to dodge the attack, and because
Rick is shooting over a car to hit him, he can
add a bonus
to the roll.
Rick rolls a total of 3 successes, and Derek
rolls 2. The difference is 1, and so Derek
takes a point of damage and moves his health
counter one space to the right.

This Action allows a model to reduce the


Threat Level, to try and limit the effect of the
dangerous Event cards. The model rolls

on a , reduce the current Threat Level by 1.

VICTORY
The winner is the player who holds the most
supply counters when the Threat Tracker
reaches maximum. If either player is wiped
out before this happens, their opponent wins
by default. If both players have the same
number of counters, the game is a draw.

Ricks 9mm causes MAYHEM. This will cause


all three nearby Walkers to move directly
towards him. Walker A comes into contact
with the car, and stops in its tracks. Walker
B moves directly into Rick, and will fight
him in the Melee phase. As Derek is directly
between Rick and Walker C, its movement
will take it into contact with Derek, and he
will have to fend it off instead of Rick.

Now youve learnt some new rules, its worth


playing through a few times, and once youre
familiar with one group of characters, swap
sides with your opponent to see how you fare
with the opposing group. However, it doesnt
stop there. The Walking Dead: All Out War
is all about building up your own group of
Survivors check out the main rulebook and
the rest of the range for more!

Finally, the MAYHEM increases the Threat


Level by 1.

12

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