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Rules Primer

Welcome to the unforgiving world of The Walking Dead: No Sanctuary, a


miniatures game of survival and teamwork set in the universe of the hit AMC
television series.

Object of the Game


The Survivors win if they complete the scenario’s victory conditions as a
group. The Survivors lose if any of the following happen:
• The Leader must draw an Event card and none remain in the deck.
• Morale is reduced to zero.
• A Survivor is defeated.

Setup
To set up a game, players perform the following steps in order:

1. Choose Scenario: The players mutually decide on a scenario to play.


The scenario may also be chosen randomly. If it is your first game, it is
recommended you play “Scavenging Run.” Find the corresponding
Scenario board and place it to the side of the play area.

2. Set up Group Sheet: Place the Group Sheet to the side of the play
area, within view of all players. Place the Morale and Threat markers on
the starting spaces of their associated tracks.

3. Prepare Token Pools and Dice: Separate the Focus, Stress, Trust,
Stranger, Resource, and Barricade tokens into pools to the side of the
play area. Gather all dice and place them within reach of all players.

4. Prepare Card Decks: Separate the Event cards and Search cards into
separate piles by type, indicated by their traits. These will be used
when setting up the scenario.

5. Create Figure Supply: Place the Walker figures in a central supply


near the play area. Return all other figures to the box.

6. Choose Survivors: Each player chooses a Survivor to play as. Some


scenarios limit which Survivors can be used, so refer to the chosen
scenario sheet during this step. If there are less than four players, a
number of Allies will be used. Gather the following components for
each chosen Survivor:

a. Survivor Base Cap and Tokens: Each player chooses a color and
gathers the miniature base cap, and Ability tokens in the chosen
color.

b. Survivor Miniature: Each player takes the miniature figure


matching their chosen Survivor and places the miniature base cap
of the chosen color on the miniature’s base.

c. Survivor Board: Each player places the chosen character’s


Survivor Board face-up in front of themselves.

d. Survivor Deck: Each player shuffles their chosen Survivor’s


deck of 15 Survivor cards and places them face-down to the left of
their Survivor Board (next to the “Draw Pile” indicator).

7. Follow Scenario Setup: Refer to the back of the Scenario Sheet and
follow each step of scenario setup.

a. Map Tiles: After creating the map, create the Location deck by
shuffling together all the Location cards and placing them
face-down near the Group Sheet. Then, discard the top card of the
deck to create a visible discard pile.

b. Survivor Starting Area: Each player places their Survivor figure


in the indicated area.

c. Walker Reserve: Collect this number of Walkers to create the


Walker reserve, then return all other Walkers to the box (they will
not be used for the scenario). The Walker reserve is made up of
standard Walkers and one or more special Walkers.
d. Walker Setup: Collect the appropriate number of Walkers from
the reserve and place them in the indicated spaces.

e. Search Deck: Shuffle each pile of Search cards (separated by


type) individually and randomly deal out the indicated number
of each type of Search card to a face-down central pile. Set all
other Search cards aside and shuffle dealt Search cards. Then,
deal out an equal number of cards into separate decks, with the
number of decks determined by the number in brackets (note: this
is the number of buildings on the map. Buildings may have one or
more areas, but a single building is defined by one or more areas
grouped together by four surrounding wall edges.

f. Objective Cards: This indicates how many Objective cards are


used in the scenario, as well as the number of other random
Search cards. Shuffle all these cards together, then shuffle one of
these cards into each search deck created in the previous step.
Lastly, place one Search deck face-down in each building on the
map.

g. Event Deck: Gather the deck of each Event type listed and
shuffle all these cards together to create the Event deck. Place
this deck face down within easy reach of all players.

h. Special Setup Rules: This section lists any specific setup rules
that apply to the scenario.

i. Special Rules: This lists any special rules that apply to the
scenario (such as “Strangers” or “Opposition”). Refer to the
appropriate section of the rulebook for additional setup
information pertaining to the corresponding special rules.

j. Place Objective Marker and Lock Tokens: Place the objective


marker on the first stage of the objective track.

8. Determine Leader: Take one of each player’s Ability tokens into a


closed fist and shake them up. Draw one token to determine the
starting Leader. The player that owns the corresponding token claims
the Leader token.

9. Draw Starting Hand and Gain Trust: Each Survivor draws three cards
from their Survivor deck and gains one Trust token.
Understanding the Map
All components of the game refer to the map in shorthand, based on the
diagram below. Within this shorthand language, each map tile is assigned a
letter (A, B, C, or D) based on its placement within the map as a whole. The
standard map setup is 2x2, with the top left (northwest) tile referred to as
A, the top right (northeast) as B, bottom left (southwest) as C, and bottom
right (southeast) as D. Each tile features 9 areas, arranged 3x3. These areas
are considered numbered 1 through 9 going left to right, top to bottom.

In the diagram below, each colored area is a single map tile and each
letter-number combination is an area identifier. These area identifiers
appear on cards in the map deck in order to generate random areas. Players
should place the Group Sheet next to the map so that the “N” on the
compass designates North as 1 side of the map. That side of the map is
treated as North for the entire game when determining random areas using
the location cards.

Finally, map tile orientation is based on the orientation icons that appear on
the tiles next to the tile’s indicator number. The orientation icons consist of a
side indicator to identify which side of the tile to use, and a directional indi-
cator which is used to determine the tile’s position.

Gameplay
The game is played over a series of rounds. During each round, each player
takes a turn. The game continues until the group either wins by completing
the scenario objective, or loses if one of the following defeat conditions
occur:
• The Leader must draw an Event card and none remain in the deck.
• Morale is reduced to zero.
• A Survivor is defeated.

Round Sequence
1. Planning Phase: Each player draws one Survivor card from their
personal Survivor deck. The Leader then draws two Event cards,
choosing one to play and one to neglect (discard).

2. Survivor Phase: Starting with the Leader, each player takes a turn.
During their turn, that player must play one Survivor card from their
hand and may then perform one Maneuver and one Action.
3. Event Phase: After each player has taken a turn, resolve the Active
Event.

4. Walker Phase: Each ready Walker activates. Then, new Walkers are
placed on the board based on the Threat Track.

5. Objective Phase: Activate opposition (if any) and check for


objectives. Pass the Leader token (if Leader is Stressed).

Hidden Information
Players should never openly discuss which Survivor cards they have in their
hands. It is acceptable to discuss strategies and vaguely imply which ap-
proach might be most beneficial to the group, but players should never spe-
cifically indicate which cards they have in hand.

Planning Phase
During the Planning Phase, the Leader determines the group’s Approach
and all Survivors prepare for the round. The Planning Phase consists of the
following two steps, performed in order:

1. Draw Step: Each Survivor draws the top card of their Survivor Deck.
If a Survivor cannot draw a Survivor card due to their deck being
depleted, that Survivor is defeated and the group immediately loses.

2. Approach Step: The Leader draws the top two cards from the Event
deck, choosing one to play and one to neglect. The Event card that
is neglected is discarded, and the Leader immediately resolves that
card’s Discard Effect. The Event card that was chosen to play is put
into play is referred to as the “Active Event.”

The Approach
Each Event card and Survivor card features an Approach classification:
Normal, Cautious, or Reckless (green, yellow, and red, respectively).
When the Leader chooses an Event to play during the Approach Step of the
Planning Phase, that Event card determines the group’s Approach for that
turn.
Each time a Survivor card is played that matches the Approach color, it is
considered Compliant. Each time a Survivor card is played that does not
match the Approach color, it is considered Defiant. If the Leader plays a
Defiant card, they must discard 1 Trust. If a Survivor other than the Leader
plays a Defiant card, the Leader suffers 1 Stress.

Event Cards
Each Event card has a Discard Effect that is triggered when the Leader
neglects an Event. If the group cannot fulfill the Discard Effect (due to lack
of resources, Trust, etc.), the Survivors must resolve Group Tension. The rest
of the text on a discarded Event card is ignored.

The Active Event card’s Approach affects the turn. If the Event calls for the
Survivors to perform tasks, each Survivor may only perform that task once
during their turn. If a Survivor performs the task listed on the Active Event,
that player places their Survivor’s Action token on the Event card to signify
that they have successfully performed that task and cannot do so again this
round.

During the Event Phase (after Survivor turns have been taken), the Leader
suffers 1 Stress if there are no tokens on the Active Event.

Group Tension
Each time a Survivor or the group is forced to discard a resource or token by
a game effect and are unable to do so, the group must immediately resolve
Group Tension.

Group Tension reduces Morale by 1 unless each Survivor discards 1 Trust


from their personal supply. If each Survivor is able to discard 1 Trust, it is
mandatory that each Survivor does so. However, if one or more Survivors do
not have Trust to discard, then no Trust is discarded and Morale is reduced
by 1.

Survivor Phase
The Survivor Phase is the heart of the round, as each Survivor gets to take
a turn. The Leader takes the first turn, then play proceeds clockwise.
A Survivor must complete their entire turn before moving on to the next
Survivor. A Survivor’s turn consists of the following three steps in order:
1. Play Survivor Card Step: The Survivor must choose and play one
(and only one) card from their hand. As the card is played, compare its
Approach to the Active Approach. (See “The Approach” above).

2. Action Step: The Survivor may perform up to one Maneuver and one
Action.

3. Discard Survivor Card Step: After fully resolving their turn, the
Survivor discards their card, placing it on top of their discard pile.

Survivor Cards
Each Survivor has a deck of 15 Survivor cards (5 Reckless, 5 Cautious, and 5
Normal). These cards represent the Survivor’s Approach during a given turn,
and provide benefits and detriments to that Survivor for the turn. Survivor
cards consist of the following information:

• Exert Type: This icon identifies what type of Actions (Attack, Interact,
Coordinate) will allow you to Exert for free this turn.
• Free Effect: This effect happens automatically if this card is chosen as
a Survivor’s Action for the turn.
• Roll [Stat]: This is the relevant stat should the Survivor choose this
card as their Action for the turn. The Exert Type seen in the upper left
is not the Action type of the card.
• Fear Effect: This effect must be resolved once for each Fear effect in
the Action pool.

Actions and Maneuvers


There are various Maneuvers and Actions in the game, but each Action is
associated with one of three stats: Attack, Interact, or Coordinate. Actions
require the Survivor to roll a number of Action dice and possibly Stress dice
to determine success or failure, while Maneuvers do not require an Action
roll. When performing an Action, each Survivor has a base number of Action
dice they roll based on the characteristic associated with the chosen Action.
For example, if a Survivor has Attack: 2 on their Survivor Sheet, they roll a
base of 2 Action dice if their chosen Action says to roll Attack dice.

Various components (such as Survivor cards and Survivor Sheets) provide


special Maneuvers and Actions. A Survivor may perform any one Action on
the Group Sheet or perform the special Action on the Survivor card they
played for the turn. The Group Sheet contains several options that may be
chosen as your one Action or one Maneuver for your turn.

Search Cards
When drawing a Search card, draw only from the deck in the building that
your Survivor occupies. A Survivor may be in any Area of a building to draw
a Search card from that building’s deck.

Resolving an Action
1. Perform that Action’s free effect (if any).

2. Create an Action pool of dice

a. The Action indicates which stat to roll under the free effect.
Gather Action dice equal to the Survivor’s characteristic indicated
(Attack, Interact, Coordinate). For example, if a Survivor has
Coordinate: 2 on their Survivor Sheet, they roll a base of 2 Action
dice if their chosen Action says to roll Coordinate dice.

b. Add 1 Stress die to the pool for each Stress token on their
Survivor Sheet.

c. Add 1 Stress die to the pool if there is at least 1 Walker (ready


or knocked down) in the Survivor’s Area.

3. Roll Dice: Roll the Action pool.

Results
Success Results: These are the icons a Survivor wants to roll. The more
Successes, the better.

Exert Results: Check the characteristic the Survivor rolled. If that


characteristic matches the Survivor card they played that turn, that Survivor
immediately switches each Exert die to the Success facing. Note that a
Survivor’s card Action type and Action stat will never match.

If the Survivor’s Action characteristic and Action type do not match, the
Survivor may Exert 1 (Exert 1 means “discard one card from hand”) to
change one Exert result to a Success result. The cost to Exert is to discard
one card from hand. This can be performed multiple times.

Focus Results: For each Focus result, the Survivor may spend 1 Focus to
change that result to a Success result. This can be performed multiple times.

Apply Successes
The Survivor applies each Success result to one of the Success effects listed
under the chosen action. Each Success effect can be applied multiple times,
unless otherwise specified.

1. Resolve Threat Results: For each Threat result, the Survivor must
advance the Threat Track by 1.

2. Resolve Fear Results: For each Fear result, the Survivor must resolve
the Fear Effect on the Survivor card they played this turn.

3. Gain Focus: If any Focus icons remain in the results, the Survivor
may gain 1 Focus for each unused Focus result. A Survivor may not
have more than 5 Focus tokens.

Exerting and Defeat


Each time a Survivor Exerts (either optionally when resolving an Action
roll, or through mandatory “Exert X” effects) the player must choose either
1 card from their hand to discard or discard the top card of their Survivor
deck for each point of Exert (for example, this is done 3 times for an Exert 3
effect or 3 individual Exert 1 effects).

If a Survivor ever must Exert and does not have a card to discard (either in
their hand or Survivor draw pile), the Survivor is defeated. Also, if a player
must play a Survivor card on their turn and does not have any in hand, the
player is defeated.

Event Phase
During this phase, the players resolve the Active Event. If the Active Event
has no tokens on it, the Leader suffers 1 Stress. If the Active Event has at
least 1 token on it, the Leader does not suffer Stress and the survivor whose
token is on the card gains 1 Focus. Regardless, the Active Event is then dis-
carded and the players proceed to the Walker Phase.
Walker Phase
All ready Walkers activate during this phase. After each Walker has
activated, new Walkers are placed based on the threat track and all knocked
down walkers stand up. The Walker Phase is resolved by performing the
following steps:

1. Reanimate Step: Replace each Corpse token with a knocked-down


Walker.

2. Walker Activation Step: Each ready Walker activates, following


walker activation rules (see below).

3. Threat Step: Place new walkers on the map. To place new Walkers,
players do the following in order:

a. Draw a number of cards from the map deck equal to the


number in the current Threat track space. New Walkers are placed
in turn in each of these random areas as they cards are revealed.

b. Place 1 Walker from the Walker reserve in each random Area


according to the color of the Threat track space: yellow spaces
indicate a standard Walker is placed while red spaces indicate a
Special Walker is placed (Special Walkers are defined on each
individual Scenario Sheet). If no Walkers of a certain type remain,
use whatever Walkers remain in the Walker reserve.

c. If the players are unable to completely fulfill the new Walker


requirements of a map card (due to running out of Walker figures
in the Walker reserve), place as many Walkers as possible and
then immediately resolve Group Tension.

4. Ready Walkers Step: All knocked-down Walkers are moved upright.

No Walkers in the Reserves


Any effect that would place 1 or more Walkers on the map when none of
that type remain in the Walker reserve will trigger Group Tension.

Move the Threat marker left 1 space toward the starting space. Then,
resolve the 2 above effects (a. and b.) again if the marker is not on the
starting space. Otherwise, move on to the Objective Phase.
Threat Track
The Threat track is divided up into yellow spaces and red spaces. Yellow
spaces indicate that a Walker will spawn in 1 or more random Areas. Red
spaces indicate that a Special Walker (as identified in the scenario setup)
will spawn in 1 or more random Areas.

In each space of the Threat track, there is a number representing how many
map cards are drawn to place new Walkers.

Walker Activation
To resolve Walker Activation, players activate an entire Area containing
Walkers, following the order below:

1. Overrun: Activate each Area containing both Walkers and human
figures. The effects of activating Walkers in a figure’s space depends
on the type of human.

2. Survivor: A Survivor must Exert X, where X is the number of
Walkers in their Area. Then, knock down each Walker in the activated
Area. If multiple Survivors are in an Area during an Overrun, the players
may choose to divide the Exert effect between Survivors in the Area as
they see fit.

3. Stranger: If a Stranger is knocked down, he or she is immediately


defeated (resolve Group Tension). If a Stranger is ready, he or she
is knocked down. A Survivor in a Stranger’s Area may Exert as
described above to protect the Stranger. Then, knock down each
Walker in the activated Area.

4. Opposition: If no other human figures are in the area, an Opposition


figure defeats a number of Walkers in their Area equal to the
Opposition figure’s attack value. Raise the Threat track by 1 for each
walker defeated this way. If Walker figures remain in the area, the
Opposition figures and each remaining Walker in the Area are all
knocked down. An Opposition figure is only affected by Walkers if no
other type of human figure is in the Area.

5. Shamble: Activate each remaining Area containing only Walkers


with no human figures. All Walkers in the activated area move 1 Area
toward the nearest human figure. If there are multiple humans who are
equally close, use Random Walker Movement (see the “Walker
Movement” box below). Then, knock down each Walker figure that
moves this way.

Walker Movement
Determining Random Directions: The topmost card in the Map card discard
pile is used to determine random directions (up/down or left/right). If
different types of human figures are equally distant from activated
Walkers in the indicated directions, use the target priority on the Map cards.
If there’s still a tie, the Leader decides.

Barricades: Walkers cannot move through Barricades. When an Area of


Walkers activates and collides with a Barricade, do the following:

1. If the number of Walkers does not exceed the number of Barricades,


the Walkers are knocked down and do not move.

2. If the number of Walkers exceeds the number of Barricades, 1


Barricade is removed. If no more Barricades remain, the Walkers move
as normal. If 1 or more Barricades remain, the Walkers are knocked
down and do not move.

Objective Phase
The Objective Phase consists of activating any Opposition figures in play (if
any), checking the current objective stage, and possibly passing the Leader
token. The players perform the following steps in order:

1. Opposition Step: If the Opposition Special Rule is in effect, players


activate the Opposition during this step.

a. Opposition Reactions: Each ready Opposition figure performs


the Reaction Effect on the Opposition Sheet that corresponds to
the group’s Approach for the turn.

b. Opposition Attack: Each Opposition figure within range of a


Survivor forces that Survivor to Exert X, where X is the
Opposition figure’s attack value. After resolving all Opposition
attacks, all knocked down Opposition figures are stood back up.
2. Objective Step: The players refer to the current objective stage of
the Objective track and then resolve each effect in order, if able. Each
time an Effect instructs the players to advance the objective, move the
Objective marker 1 space to the right on the Objective track. If the
objective marker is moved onto the final space of the Objective track,
the Survivors win the scenario.

Objective Stage
The Objective track is broken up into multiple stages. Each stage is linked to
a text box that explains the criteria that must be met in order to advance the
Objective marker (also referred to as Advancing the Objective).

Sometimes an objective stage requires a particular objective card to be


revealed. When the Survivors find the needed objective card, they are
considered to have the item depicted on the objective stage. The specific
Survivor with the objective card keeps it in front of himself or herself as a
reminder.

If the Survivor who currently has the Leader token is Stressed (each of the
Stress spaces on their Survivor Sheet are filled), he or she must pass the
Leader token to the player to the left. That player is now the Leader.

After completing each phase of a game turn, players continue the game by
starting a new game turn.

Group Tension
To represent the psychological drama at play in the world of The Walking
Dead, group tension constantly threatens the group’s morale in the game.
Each time a Survivor or the group is forced to discard, gain, or place a
component (Resource, Walker, Trust, etc.) by a game effect and are unable
to do so, the group must immediately resolve Group Tension.

Group Tension reduces Morale by 1 unless each Survivor discards 1 Trust


from their personal supply. If each Survivor is able to discard 1 Trust, it is
mandatory that each member of the group does so. However, if 1 or more
Survivors do not have Trust to discard, then no Trust is discarded and Morale
is reduced by 1.

A single negative effect can only trigger 1 occurrence of Group Tension,


regardless of how many conditions could not be fulfilled.
If a game effect specifically reduces Morale, this is not considered Group
Tension and players cannot cancel that Morale loss by discarding Trust.

By default, the players should assume that any time they cannot resolve a
negative effect, Group Tension must be resolved. Here are various effects
that will cause Group Tension:

• A Survivor must discard a Trust, Resource, Focus, or other component


but cannot (due to not having the required component).
• A Walker must be placed but none remain in the reserve.
• A Survivor must gain 1 or more Stress and is unable to because all of
the Stress spaces on their Survivor Sheet are already occupied by
Stress tokens.

Map Deck
The Map deck is multifunctional: Players use it to determine random
locations and to determine random directions. Any time the Map deck is
shuffled (including during setup) the top card is discarded. The top card of
the Map card discard pile is used to determine random directions (mainly
during Walker activation). To determine a random location on the map, the
players discard the top card of the Map deck.

Morale
This track represents the psychological perseverance of the group during a
scenario. Many game effects will reduce Morale, namely Group Tension. In
rare occasions, a game effect may allow players to raise Morale.

Each time Morale is reduced by 1 or more, the Morale track marker is moved
left a corresponding number of spaces. Likewise, each time Morale is raised
by 1 or more, the Morale track marker is moved right a corresponding
number of spaces.

If the Morale track marker reaches the “0” space on the Morale track, the
group immediately loses the game (unless otherwise specified by the
scenario).

Stress
As Survivors witness the horrors around them, they will suffer Stress. Each
Survivor can only have 1 Stress token in each Stress space on their Survivor
Sheet. During an Action, a Survivor must roll a number of Stress dice for
each Stress space on their Survivor Sheet that has a Stress token on it.

Each time a Survivor suffers 1 or more Stress, he or she places an equal


number of Stress tokens in the Stress spaces of their Survivor Sheet. If a
Survivor suffers 1 or more Stress when all of the Stress spaces on their
Survivor Sheet are occupied, the excess Stress is canceled and Group
Tension is immediately resolved.

When a Survivor discards 1 or more Stress, he or she discards that many


Stress tokens.

Survivor Cards
Each round during their turn, a Survivor must play one of their Survivor
cards. This card will be either Compliant to the group’s Approach or
Defiant. A Compliant card has no effect, unless otherwise stated by a
scenario or game effect. However, each time a Defiant card is played, the
Leader suffers 1 Stress. If the Leader plays a Defiant card, he or she instead
discards 1 Trust.

If a Survivor cannot play a Survivor card on their turn (due to having none in
hand), the Survivor is immediately defeated and the players lose.

One of the main functions of a Survivor card is the text ability on that card,
which will either contain a Special Maneuver or a Special Action. Some
Survivor cards contain other minor effects that are resolved as described on
the card.

Special Actions
While similar to the standard Actions on the Group Sheet, Special Actions
usually provide unique and powerful abilities. The effects of a Special Action
can only be triggered if a Survivor chooses to resolve that Special Action
instead of a standard Action.

Special Maneuvers & Special Effects


Special Maneuvers are treated exactly like the standard Maneuvers. Any
other special effects on a Survivor card are only triggered when indicated in
the card’s text.
Survivor Abilities & Ability Tokens
If a Survivor has at least 1 Trust in supply, their Survivor Ability is active.
Each Survivor has unique ability tokens, representing unique abilities
triggered by their Survivor cards and/or Survivor Ability. Effects can only
target Ability tokens that are in play, meaning either on the map or on a
Survivor Sheet, as indicated by abilities. Ability tokens gained through game
effects are placed on the appropriate player’s Survivor Sheet. Ability tokens
not in play are kept in an out-of-play supply.

Trust
The amount of Trust a Survivor has represents how much the group can rely
on him or her. If a Survivor has no Trust, their Survivor Ability cannot be
triggered by any Survivor (treat it as blank). A Survivor does not need to
discard Trust to trigger their Survivor Ability (unless otherwise noted), but
must have at least 1 Trust.

Each Survivor can have a maximum of 5 Trust in their personal supply.

Trust is also used in response to Group Tension. Each time Group Tension
is resolved, the players must lose 1 Morale unless each Survivor discards 1
Trust. Discarding a Trust in response to Group Tension is only mandatory if
each Survivor is able to discard 1.

Search Cards
Each building on the map begins a game with a Search deck. Survivors
can interact with a building’s Search deck as long as they are in one of that
building’s Areas. Each time a Survivor draws 1 or more Search cards, the
Survivor draws the top card of their building’s Search deck (1 at a time),
resolving each card fully before drawing another. Most Search cards are
resolved and discarded immediately. However, Search cards that are labeled
“Equipment” are placed in the Survivor’s play area. There is no limit to the
number of Equipment Search cards a Survivor may possess.

Objective Cards
When a scenario includes Objective cards, the setup ensures that there can
only be at most 1 Objective card per search deck. When an Objective card is
drawn, the Survivor references the current objective stage. If the Objective
card is linked to a locked objective stage, it is considered locked and placed
back on the Search deck, face-up. A Search deck with a locked Objective
card cannot be interacted with; if the Survivors need a different Objective
card, they must go search the other search decks.

Buildings & Barricades


A building is defined by 1 or more areas on a single tile that are completely
surrounded by walls. Each building on the map will have 1 Search deck
associated with it. A Survivor may interact with a building’s Search deck
regardless of which Area of the building the Survivor and the Search deck
are in.

Barricade tokens may be placed on walls to hinder walker movement. Each


wall can have a maximum of 3 Barricade tokens. Walkers may not move
through Barricades. When an area of Walkers activates and attempts to get
through a Barricade, perform the following:

• If the number of Walkers does not exceed the number of Barricades,


the Walkers are knocked down and do not move.
• If the number of Walkers exceeds the number of Barricades, 1
Barricade is removed. If no more Barricades remain, the Walkers move
as normal. If 1 or more Barricades remain, the Walkers are knocked
down and do not move.

Barricades do not affect human figures.

Range and Line of Sight


When counting range from a figure’s space, a player may count adjacent
Areas as well as diagonal Areas. Each 1 space counted from the originating
space counts as 1 range. For example, every Area surrounding a figure is
within 1 range of that figure. Range must be counted in a straight line (either
diagonally or orthogonally, not both).

Line of sight is the imaginary line drawn from the center of 1 Area to a target
Area. If such a line can be drawn between 2 Areas without touching any part
of a wall, then the Areas are within line of sight of each other. A figure must
have line of sight to a target figure’s Area in order to be within range of that
figure. Important: A figure drawing line of sight from a building space may
ignore the walls of their current Area.
Game Terms
Action Pool: The number and type of dice a Survivor rolls during their
Action Roll. An Action Pool consists of at least 1 Action die and possibly 1 or
more Stress dice.

Active Event: An Event card put into play by the Leader during the Planning
Phase. An Active Event’s ability text is active while the Event card remains in
play.

Adjacent Area: An Area that shares a dividing line with a figure’s area (no
diagonals).

Approach: The Event card put into play by the Leader during the Approach
Step of the Planning Phase. The approach can be Normal, Cautious, or
Reckless.

Building Area: A building is defined by 1 or more Areas on a single tile that


are mutually surrounded by 4 walls.

Compliant: A Survivor card type that matches the current Approach.

Defeated: When a Walker is defeated, it is moved to the Resource Pool


unless otherwise directed. When a human figure is defeated, a Corpse token
is placed in the figure’s Area, and then the figure is removed from the game.

Defiant: A Survivor card that does not match the current Approach.

Enemy: An Enemy is a figure that is opposed to the Survivors. Enemies


include Walkers and Opposition figures.

Exert X: A Survivor must discard X cards, discarding 1 from their hand or 1


from the top of their Survivor card draw pile for each point of Exert. When
an Ally must Exert X, he gains X Exert tokens and places them on their Ally
Sheet. If a Survivor cannot completely fulfill the requirements of the Exert
effect (due to running out of cards), the Survivor is immediately defeated. If
an Ally ever has 3 Exert tokens, the Ally is immediately defeated.

Fear: Fear is one of the results on the Stress dice. For each Fear result in
their Action Pool, a Survivor must trigger the Fear effect on the Survivor
card played that turn.
Focus: This refers to both a token type and an Action die result. The Action
die can be turned into a success result if the Survivor chooses to discard 1
Focus token (this can be repeated on a one-for-one basis). Each unused
Focus result in the Action Pool provides the Survivor with 1 Focus token.
Focus tokens represent advanced precautions taken by the Survivors, and
can be used to trigger various card effects. Each Survivor may have a
maximum of 5 Focus tokens.

Group Tension: Each time the group must resolve Group Tension, Morale is
reduced by 1 unless each Survivor discards 1 Trust. If each Survivor has at
least 1 Trust, then each Survivor must discard 1 to prevent Morale from being
reduced. If not all Survivors can discard 1 Trust, then no Trust is discarded
and Morale is reduced by 1.

Heal X: The Survivor shuffles their discard pile and removes X random cards
to shuffle back into their draw pile.

Human: Human figures refer to any non-walker figure.

Knocked Down: A knocked down figure is tipped over on its side. If this
figure is a walker, it is ignored during its activation and is stood up after all
ready Walkers have activated. If it is a Survivor, that Survivor must spend a
move Maneuver to stand up.

Neglect: The negative effect on the bottom of Event cards that triggers if
the Leader chooses to discard the card during the Approach Step of the
Planning Phase.

Outside: All Areas that are not building Areas are considered to be outside.
A Survivor is outside when he is in an outside Area.

Ready: A standing figure is considered Ready (not knocked down).

Resource Maneuver: A type of Maneuver referred to by certain card effects


and listed on the resource section of the Group Sheet. Each Resource
Maneuver requires the Survivor to discard 1 of the associated resource type.

Resource Pools: The resources collected by the group. Each resource type
has its own pool on the Group Sheet.

Stress: Survivors suffer Stress as they encounter increasing adversity. Each


Stress token on a Survivor’s Sheet adds 1 Stress die to their Action Pool.
Stressed: A Survivor is considered Stressed when each of the Stress spaces
on their Survivor Sheet are occupied by a Stress token.

Trust: A Survivor resource that measures how trusted the Survivor is within
the group. Each time a Survivor must discard 1 or more Trust and does not
have the required Trust to discard, reduce Morale by 1. Each Survivor may
only have a maximum of 5 Trust. While a Survivor has no Trust, their
Survivor Ability cannot be used by any Survivor.

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