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TWD Quick Start Guide
TWD Quick Start Guide
Components
Range
Ruler
Threat Tracker
4 Cars
Kill Zone
15
points
Walker
Rulebook
35
50
POINTS
POINT S
12
POI
20
NT
S
Rick Grimes
Derek
TACTICIAN
20
CAR
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
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
12 Walkers
ASSEMBLY INSTRUCTIONS
Punch out all of the counters and scenery
from the card sheets.
10 Activation
Counters
10 Health
Counters
9 Supply
Counters
+ 1Alarm!
+1
Pandemonium
Too
Roamers
Quiet
THREAT
THREAT
REMAINS IN 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
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.
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
(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
NOISE
1. ACTION PHASE
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
2. EVENT PHASE
Moving Walkers
3. MELEE PHASE
Walker Outnumbering
10
15
DICE
Push Back
Headshots ( ! )
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.
4. END PHASE
Search
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.
TURN 2
Tutorial Turn 2
1. Action Phase
2. Event Phase
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
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.
10
INITIATIVE
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.
SCENERY
In this game you will see that there is
scenery on the table cars and barriers.
EVENTS
Out of Ammo!
11
Cover
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:
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.
12