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TWD Quick Start Guide PDF
TWD Quick Start Guide PDF
To do this, some of these rules may be slightly different to the main rulebook. While
you’re learning, ignore anything that is not specifically mentioned in this booklet – you
can learn the rest of the rules later once you’ve 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
4 Cars
Threat Tracker Kill Zone
15 Walker
points
35
12
POI
NT 20
10
POI
NT Initiative 6 Barriers Walker Reference 11 Dice
Token
S
Rick Grimes PATRICKS SAN
Card
50 POINT S
ATLANTA CAMP LEADER
Derek
CAR
20 POINT S
SCAVENGER DRA
POINTS SCAVE POINTS SCAVE
TACTICIAN
NGER LEADE
R L Gr BRUISER NGER
LIA
BRUISER CYNTH
IAN im RUNNER M
A
SUPP SURVIV
es SUPP
ORT OR ORT
-
HIGH HIGH MEDIUMMED
MED IUM
IUM LOW
“Doe “Ple
ever s this Gu ase! Do
yone mea rrgl
“We’re n e… n’t…
good peop else?” I get ” ! No
! No
but we’r le, we to ca Nimble: ar rg
e
we’ll do desperate and are,Stay Calm!: rr y “We’re willing to take our chances… going
she may At the start of h!
Blood Ties: If what Be More a gu on the roll
backconta road isn’t a mele We’re makingNeag
Carl ever
Grimes is in the Rick may
it Afrain . On aan option.e inclu gh…
same group as Rick, and istake
ct and , she move ding Sand
s…” perform
within this :inAny dnow
of Me… a stand here.”
by the at least ra, …
frien like shortest 1”
away s
out
his Kill Zone, Rick gains to his place of adly
Hold
mode models route possi from all curreof base
melee attack and defense rolls. Yourwithi n Dere l
Nerve if nece
ssary). ble (mov nt enem
Kill Roll
action. k’s ing throu ies,
Zone uses gh
andhis Nervethe
reduce
insteLevel value
Threat ad of its
byown.
that many
points.
ASSEMBLY INSTRUCTIONS
Punch out all of the counters and scenery 10 Activation 10 Health 9 Supply
from the card sheets. Counters Counters Counters
Threat Tracker, as
The car’schoice.
alarm Then,
goes off, Walkers
creating enter play.
MAYHEM instantly. get louder.
The car willand moves that
Add 2 to the Threatmany eligible
Mediumagain
cause MAYHEM Level.
Threat: Walkers
at the
Eachstart in a direction
of
player rolls of their
every Event phase until a choice.
and moves Survivor
that many eligible
moves into contact
Walkers in with it and uses
a direction of their Adds to melee
Each timeAmputate,
attack Dual Wield.
Carl is Handgun,
reduced Reliable. Attachment
The searching modelReduce(Ranged
suffers damage
The taken
searching model suffers
a Searchchoice.
action Then,
to shut it off. Onceenter play. to 0 health points, roll
1 Adds . attack
to ranged a ranged attack with from
Weapon). Discard a this
melee
melee attack
attacks bywith
1. and
Walkers roll. Bruisers may Adds
reroll to melee
= Carl roll.
is not removed,
attack roll. and the Blast
card keyword. Then to
as an action may only defend. The attack
the alarm has been shut off, Highdiscard
Threat: Each player rolls per melee
and isattack.
instantly restored discard this card.
reload the attached is subject to the Bitten! rule.
shown:
this card.
High Threat: Playersand moves
move all that many eligible to 1 health point. On a Increase the Threat Level by
blank he is dead as usual. weapon.
eligible Walkers in Walkers in a direction
a direction of of their 1 and discard this card.
their choice. Then,choice. Walkers
Then, Walkers enter play.
The sun is setting, and Derek has sent 4. Shuffle the Event and Supply card
Sandra and Patrick on a last-ditch supply decks and place them face-down
run before it gets dark. They’ve come at the side of the gaming area.
across a cache of food in an abandoned Only use the cards from the deck
warehouse, but it’s surrounded by Walkers! with the symbol.
diagram above.
models, and
1. Player (page
11): models. blocks line
with Initiative of sight to prone
model. The
2 different
model may activates a Attack Roll MOVING WALKER
S (PAGE 19)
perform up
2. Opposing Actions. to Shooter rolls • An eligible
3. Alternate player activates a model’s Shoot dice from Weapon standing
Walker is
card and and unengageone that is
activated
until all models model. • Target rolls value. • Walker d.
. have been dice from movemen
and Armor its with the player t is alternated
2. Event Phase cards if any, Defense value with Initiative. , starting
appropria • Walkers
1. Walkers (Page 18): te: adding Cover
if • Walkers
always move
6” in straight
will attack o for each will
Survivor in barrier passed a Survivor, stop if they hit scenery lines.
of the rules.
E NAL ely, otherwise were attacking
SNEAK EFFECTS equipmen take side loses , the losing
4" • Hide: Lay t. health
in rolls, distributeequal to the difference
None the model
RUN o Model must prone. player chooses. d as the winning
8"
creates NOISE scenery and be in contact with • If the winners
Climb Test: Kill Zone. have no enemies no effect. were defending
in their , there is
ends Move. Roll . = success, • Stand Up:
Runners pass blank Stand a prone
automatic • Hold Nerve: model upright.
SHOOT (PAGE
ally.
Level by Roll . Going Solo
13) 1, blank = = reduce
Importan no effect. Threat • The single
t: A o Cannot player
has a Ranged model may only be and any reference always has Initiative
shoot if it Panicking done if model is
Weapon. • Make NOISE: . or the opponent to either the
• Swap Items: Model makes player. refers to the player
Line of Sight: NOISE. single
shooter’s Drawn from between Model may • Increase
center move items the
base
Models block to center of target’s of Survivors
slots, and
give items each turn. Threat by 1 at the
base. in its Kill to friendly end of
provides line of sight. Zone. • Any Event
Cover (see Scenery cards referring
below) to direction to a
standing of the
Walkers towardsplayer’s choice
the nearest move
instead. Survivor
2
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:
3
Take the template and hold it over each
Tutorial – Action Phase 1 eligible Walker on the table so that the
Walker itself is fully visible through the
Try taking your first Action phase now. hole in the middle.
Give both Sneaking and Running a try
and see how the effects work differently. If there are any Survivors at least partially
Follow our example: beneath the template, the Walker is
immediately moved into contact with the
nearest one.
4
Moving Walkers - Key Points includes Walkers entering play.
• Walkers always move at a Shamble (6"). • If there are not enough standing,
• They always move in straight lines. unengaged Walkers on the table
to fulfil the card’s instructions, any
• Walkers may move directly through
surplus Walkers will enter play from
other Walkers and supply counters,
the edges.
but may not stop on top of them.
• Walkers will stop if they come into Walkers Entering Play
contact with a Survivor. If for example a card says “ Walkers
• When moving Walkers into base enter play”, you would roll a white die
contact with a Survivor, it is always in the same way as if you were moving
considered reasonable to ‘shuffle’ Walkers. However, instead of moving those
models around slightly to allow already on the table, you must take extra
additional Walkers to attack, as long Walkers from the game box and place them
as there is room. anywhere on the edge of the gaming area.
They may not be placed within the Kill
• Each Walker may only move once Zone of a Survivor.
for each Event card drawn, and this
5
3. MELEE PHASE
Walker Outnumbering
In the Melee phase, all models in base
contact with an enemy will fight. As this When there are multiple Walkers on
is so dangerous, if there are any models one side of a melee, they roll a number
engaged in melee the Threat Level is of dice shown in the table below:
increased by 1 at the start of the phase.
WALKERS DICE
Melee is resolved separately for each
group of models in contact. 1 1
4 10
5 15
6
Push Back For each point of damage on a Survivor,
move the Survivor’s health counter one
Any models that lose a melee are space to the right. If the counter reaches 0,
immediately pushed 1" directly away from the Survivor is dead. Replace the Survivor
all of the models they had been fighting. with a prone Walker.
There are models in melee, so the Threat Sandra decides to defend. She is fighting
Level is raised by 1 point. The player two Walkers and has a better chance of
chooses to resolve Patrick’s melee first. success with her Defense value of – white
dice are stronger than red ones. She rolls
His Melee value is , and the Walker’s the die and gets a total of 2, along with a
Melee value is . Patrick rolls his die and Headshot (!). However, she is outnumbered
gets a total of 1, and the Walker rolls a by 2 Walkers, rolling 3 dice. This results
blank – no successes at all! Patrick is the in a total of 3 successes. Despite Sandra’s
winner, and he pushes the Walker 1" away. lucky headshot, Sandra is the loser and
The difference in the dice scores is 1, so is moved back 1". The difference in the
the Walker takes 1 point of damage. This scores is again 1, but this time it’s Sandra
is enough to knock it down, but not kill it who takes the damage. Her health counter
outright. is moved one place to the right.
7
4. END PHASE Search
In this last phase of the turn, it’s time to see The Search Action allows a Survivor to
if the players have done enough to win! collect a single supply counter, and find
However, first they need to see if they’ve any useful resources that might be hidden
done enough to keep the Walkers down. there. To Search,
• The Searching model must be in
For each prone Walker on the board, contact with the counter.
including any Walkers that used to be • Neither the Searching model nor the
Survivors, roll a black die ( ). If you roll counter can be touching an enemy.
a , the Walker model is placed upright
again, and will be free to act next turn. On a When a Survivor searches a counter, take it
blank, it stays prone. 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 Then, draw the top card from the Supply
Survivors are holding all three of the supply Deck to see what else you’ve found. Most
counters at the end of the turn. Note that the cards in this deck represent equipment that
Survivors can still win even if one of them can be used by the Survivor in the game.
has died.
Some however will cause an Incident! The
instructions for these will be detailed on
Tutorial – End Phase 1 the card. Ignore any reference to the Bitten
rule for now.
Your first End phase should be very
quick, as you won’t have had time to Note that if a Survivor is killed they will drop
win yet. All you need to do is roll for any supply counters they were carrying –
each prone Walker. 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 Equipment cards are placed next to your
Walker, knocked down by Patrick. The black Survivor card, and will have text explaining
die is rolled and comes up blank, so the how they are used. Most common will be
Walker will stay down for now.
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
In this turn you will be able to reach the Attacking Prone Models
Supplies, so you’ll 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.
8
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 you’re finished, play the whole game card, revealing ‘Hockey Stick’. She uses
through again, trying different tactics. Once you’re her second Action to Sneak towards the
counter in the middle.
confident with the rules, it’s time to move on to the
second part of the Tutorial. Here’s 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
1. Action Phase 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 Patrick’s
health counter is moved two places to
the right. The Threat is increased by 1
and the Lurker card is discarded.
9
Tutorial Part 2 - Surviving on Your Own
On the outskirts of Atlanta, Rick is teaching 3. Place the scenery pieces, supply
Carl to shoot, and the noise of the gunshots counters, Survivor models and
has drawn the Walkers a bit too close. Walker models onto the playing
However, the Walkers weren’t the only area in the positions shown.
ones nearby – a rival group has turned up, The cars, supply counters and
hoping for an easy score. Walkers must all be within the
central area, at least 5" from the
This second game is for two players, one Survivor edges.
taking Rick and Carl, and the other taking 4. Shuffle the Event and Supply card
Derek’s gang. In this game you won’t just decks and place them face-down
be fighting the undead – there are other at the side of the gaming area.
Survivors to battle for supplies too! This time you should use the full
decks.
5. Put the Walker reference card,
Setup Threat Tracker, Range Ruler, Kill
Zone template and dice within
You will need to set up the game as easy reach. Turn the dial on the
follows: Threat Tracker to position 1.
1. Define a 20" x 20" playing area on
a flat surface. This game will use a few more rules than
2. Gather the components in the last time – we’ll go through these in the
diagram below. Note that this next few pages. In this game you will be
time, some of the characters start free to try out all of the rules yourself -
the game with items already make sure you play through a few times
equipped. to become familiar with everything.
10
INITIATIVE NEW ACTION – SHOOT
Now you’ve got two groups of Survivors, it’s If a Survivor has a Ranged Weapon, it can
time to learn about Initiative. use this Action to fire it at any unengaged
enemy within range and line of sight. A
Instead of a player activating Survivor may only use one Ranged Weapon
all their models at once, instead at a time.
players take it in turns to activate
one model at a time. The player
who goes first is the player with Range
‘Initiative’. In this game, the The range of the weapons in this game is
player controlling Rick starts 10" – use the range ruler and measure
Initiative Token
with Initiative, and should be from the edge of the shooter’s base to the
given the Initiative counter. In subsequent nearest edge of the enemy’s base to check
turns, the player with Initiative must pass that a target is close enough.
the counter to their opponent in the End
Line of Sight
Phase so that it alternates between players
as the game goes on.
To check line of sight, simply draw an
In addition to Survivor movement, Initiative imaginary straight line from the center
is also used to alternate Walker movement of the shooter’s base to the center of the
after drawing an Event card. target’s base – if another standing model’s
base breaks that line, the target is obscured
SCENERY and cannot be shot. Otherwise, the target
can be seen and shot at.
In this game you will see that there is
Scenery cannot be moved through by any Once you have a target, the Shooting attack
model. Survivors can move around it freely, is done in the same way as a Melee attack.
but as Walkers always move in straight The shooting model takes the dice listed on
lines, they will stop whenever they hit the weapon card, adds the dice from their
a scenery piece. This can be used to the Shoot value, and rolls them all together. The
Survivor’s advantage, by using the scenery target model then makes a Defense roll.
to hold back the Walkers’ advance when
NOISE is made. The results are compared, and the target
model will take damage equal to the
Walkers already in contact with scenery difference, just like a melee attack. If the
at the start of their move will move around Defense roll was higher than the Shoot roll,
it by the shortest route possible. no damage is done. Headshots will affect
the target as usual.
EVENTS Out of Ammo!
Don’t forget, now that you have two players, If a ranged attack roll includes any
you can move the Walkers in a direction Headshots, you must immediately roll
of your choice, should the card say so. . On a , there is no effect. On a blank,
However, so can your opponent! however, you’ve 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.
11
Cover
Scenery does not block line of sight
NEW RULES – EXAMPLE
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 Rick’s player has the Initiative, and can
this on their card: 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.
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. Rick’s 9mm causes MAYHEM. This will cause
all three nearby Walkers to move directly
Now you’ve learnt some new rules, it’s worth towards him. Walker A comes into contact
playing through a few times, and once you’re with the car, and stops in its tracks. Walker
familiar with one group of characters, swap B moves directly into Rick, and will fight
sides with your opponent to see how you fare him in the Melee phase. As Derek is directly
between Rick and Walker C, its movement
with the opposing group. However, it doesn’t
will take it into contact with Derek, and he
stop there. The Walking Dead: All Out War will have to fend it off instead of Rick.
is all about building up your own group of
Survivors – check out the main rulebook and Finally, the MAYHEM increases the Threat
the rest of the range for more! Level by 1.
12