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How many hours are in a day when you dont spend half of them watching television?

When was
the last time any of us REALLY worked to get something that we wanted? How long has it been
since any of us really NEEDED something that we WANTED?
The world we knew is gone.
The world of commerce and frivolous necessity has been replaced
by a world of survival and responsibility.
An epidemic of apocalyptic proportions has swept the globe, causing the dead to
rise and feed on the living. In a matter of months society has crumbled: no government,
no grocery stores, no mail delivery, no cable TV.
In a world ruled by the dead, the survivors are forced to finally start living.

Contents
Key Concept Moving Walkers ........19
3. The Melee Phase ..........................21
4. The End Phase ..............................27
Survivor Groups ....................................28
Scenarios ..............................................30
Scenario: The Walking Dead ............31
Advanced Rules - Scenery ....................33
Advanced Rules - Custom Survivors ......37
Advanced Rules - Campaign Play ..........42
Reference ...............................................45

Game Overview ..................................... 3


Component Overview ............................ 4
Key Concept Noise and Mayhem ......... 7
Key Concept Threat and Panic.............. 8
Setting Up ............................................... 9
The Game Turn ...................................... 10
Initiative ................................................. 10
1. The Action Phase............................ 11
Move ............................................ 12
Shoot ............................................ 13
Other Actions ............................... 16
2. The Event Phase ............................. 18

Game Overview
WARNING: If this is your first game, set this book aside and use the
Quick Start Guide to play through your first game of The Walking Dead:
All Out War. Once you become more familiar with the game you can
come back to this book to learn the full rules. As your collection grows,
you can even take advantage of the rules on page 28 to customize
your own Survivor group and take on more dangerous opposition!

The Walking Dead: All Out War Miniatures


Game allows you to recreate the struggle
for survival in a lawless new world. Groups
of Survivors must face each other in a
desperate fight for resources, all the while
trying not to attract the attention of roaming
packs of Walkers.

Going Solo
It is possible to play The Walking Dead
on your own, using most of the normal
rules. In this case, you will only need
one Survivor group, fighting against
the Walkers, and a few tweaks to the
rules as follows:

The game is best played with two players


taking on the role of rival Survivor groups,
although it can also be played solo due to
the innovative Event system that directs the
Walkers around the board.

As theres only one group involved,


theres no need to roll for Initiative
or alternate activating models. Any
instruction to the player with Initiative
or the opposing player is always
assumed to be the sole Survivor player.
In addition if it says that your opponent
would get to choose or do something
you get to do it instead.

The aim of the game is to collect the meagre


resources from the barren landscape
before anyone else does, before your
group is devoured. Time is of the essence,
as the rising threat level will overwhelm
you unless you can keep it under control!

Also, without a second player to distract


the walkers, they will all be after you!
When playing solo, the Threat Level is
increased by 1 at the end of each turn.
See Threat on page 8.

Taking Your Games Further

Once you have played a few games, you


will find some advanced rules starting on
page 33.

Finally any reference to moving


Walkers in a direction of the players
choice on the Event cards will move the
Walkers directly towards the nearest
Survivor instead. See page 18.
Note: If you have the Road to Woodbury
Expansion, you will find it easier to use the
Solo Event deck from there instead.

Component Overview
Supplies and Equipment Cards

CARDS

Supplies and Equipment cards are


very similar. The difference is in how
they are used. Supplies are kept in a
deck at the side of the board and can
be picked up during a game when a
Survivor searches a supply counter.
Equipment represents the weapons
and items that the Survivors bring with
them to the fight, and is chosen before
the game begins.

Survivor Card

1.

Name

Each card will have a name to identify it.


Most cards will be unique, but there will be
some duplicates.

Walker Reference Card

2.

Type

This is a keyword that will interact with


certain other rules used in the game.

3.

Faction Symbol

This symbol denotes which faction the


Survivor belongs to. See page 28.

4.

Points Value

Survivors, Walkers and Equipment are all


assigned a points value, representing their
comparative worth in a fight. These values
are used at the start of a game to create
evenly-matched groups of Survivors. For
more information on building a group, see
page 28.

Equipment Card

5.

Supply Card

Characteristics

All Survivors possess four key characteristics,


Melee, Shoot, Defense, and Nerve.

Melee, Shoot and Defense are all expressed


as a number of colored dice symbols see
page 6.

used when the model is nominated as your


groups Leader (see page 28); otherwise it
is ignored.

Nerve is expressed as either Low, Medium,


or High, which determines how much
danger a character can be in before they
Panic see page 8.

6.

10.

Survivors are all able to carry Equipment


cards to give them benefits in a game, and
may place one item in each slot marked
around the edge of their Survivor card.

Health

The health store represents how


tough a character is, and varies
from Survivor to Survivor. Each
number represents a single
Health Counter point of health, and this can be
depleted during a game. It is
tracked using a health counter.

There are two slots for their hands, and


they may carry a single card of the Ranged
Weapon, Melee Weapon or Special Item
type in each.
There are also two slots for armor, one for
the Survivors head, and one for their body.
Each of these slots may contain one item of
the appropriate type, either Armor: Head
or Armor: Body.

At the start of the game, place a health


counter over the highest number on the
track, green side up.

Finally, each Survivor has a pack,


representing their pockets, backpack,
bandoleer, etc. This varies in size from
1-3 cards and can be used to store any
item type.

Note that Walkers do not have a health


store. They only have a single health point
and are killed after taking a single point of
damage. Of course, if you dont hit them in
the head, being killed doesnt stop them
for long

7.

An Equipment card that is in a hand, head


or body slot is considered to be equipped.
Most items, notably weapons and armor,
need to be equipped before using them.
Some special items do not need to be
equipped in order to use them, and may be
used while in a pack slot.

Keywords

Some items will have keywords listed


in bold on their cards. These keywords
reference universal special rules that can
be found on page 34.

8.

Items cannot be swapped between slots


without using the Swap Items Action as
detailed on page 16.

Special Rules

This section will detail any additional


qualities or special actions that apply to
this character or item, if any.
In addition, some items can cause NOISE
or MAYHEM (see page 7) when used this
will be detailed in the Special Rules box.

9.

Item Slots

Leader Ability

Although any model can lead your group


of Survivors, some are particularly well
suited to the task. If a model has a Leader
Ability, it is detailed in its own box on the
Survivor card. A Leader Ability can only be
4

DICE

MEASURING

The game includes various different


coloured dice, and these will be referenced
throughout the rulebook and the cards
using these symbols:

All distances in this game, for moving


figures, measuring weapon ranges, and
determining who can hear any noises made
by your Survivor, are noted in inches (").

Red Die

The box contains a double sided ruler with


all of the common measurements marked
for you.

White Die
Blue Die
Black Action Die
Yellow Panic Die
Each of these symbols represents one die
that is rolled when a character makes an
Action or a rule is applied. For example,
Rick Grimes has a Shoot characteristic of
and the .38 Revolver Equipment card
adds , so if Rick made a Shoot Action with
this weapon the player would roll one blue
die and one white die.

Note that it is permitted (indeed, often


essential) to measure distances at any time,
to check the range to a target, to avoid
causing MAYHEM, or simply to plan your
models possible moves.

OTHER COMPONENTS

The red, white and blue dice all have a


symbols on their faces to
number of
represent how powerful a dice roll is. Each
symbol represents one success, and the
successes for all the dice rolled at any one
time are totaled to give a final score.

With the essential components introduced,


its time to get into the rules of the game.
Dont worry about everything else for now
each item will be explained as it comes up.

The red, white and blue dice have a !


symbol on some of their faces. These
signify Critical Successes, as described on
page 14.
The Action die has three blank faces and
three faces marked with a Sheriff Badge .
This die has many purposes throughout the
rules; sometimes to randomize between two
equal outcomes; other times, the
indicates
a particular effect. Each use of the die will be
described individually in the rules.
Finally, the Panic die is used to determine
the outcome when a character panics, from
running away, to screaming in terror, to
going berserk. See Panic on page 8.

Key Concept Noise and Mayhem


Sometimes the best way to survive is to
stay quiet. Unfortunately, many essential
actions are loud, bright or otherwise
indiscreet, and the commotion that they
create attracts Walkers.

NOISE
When NOISE is caused, the closest eligible
Walker at least partially within 10" of the
source of the NOISE immediately moves
in a straight line directly towards it (see
Moving Walkers on page 19).

There are two levels of commotion NOISE


and MAYHEM. These will be caused by
various events and actions taken by the
Survivors as listed in the following pages. It
is important to understand the implications
of these actions before deciding what your
Survivors will do.

If this move brings them into contact with a


Survivor, they are engaged in melee.
In this way, Walkers are pulled around the
gaming area towards any commotion, and
can move several times in a turn.

The rules for NOISE and MAYHEM are


resolved immediately after fully resolving
the Action that caused them, before the
model performs any further Actions.

MAYHEM
When MAYHEM is caused, immediately
advance the Threat Level by one point (see
page 8). Then, all eligible Walkers that are
at least partially within 10" of the source
of the MAYHEM, immediately move in a
straight line directly towards it (see Moving
Walkers on page 19).

Note: Cards that cause NOISE


or MAYHEM will look like this:

Again, if the movement brings them into


base contact with a Survivor, they will
become engaged in melee.

Key Concept Threat and Panic


The Threat Tracker is divided into four
sections: All Quiet (1-3); Low (4-8);
Medium (9-13); and High (14-18). These
sections are especially important,
as they correspond to the Survivors
Nerve characteristics.
When the Threat Level is higher than
a Survivors Nerve, that Survivor is
before it
Panicking and must roll
can be activated (see page 11).
Note: You may not choose to skip a
models activation to avoid Panic.

Threat is a key factor in The Walking


Dead: All Out War, representing the
mounting tension and danger of fighting
in walker-infested environments. The
Threat Tracker is a way of physically
representing
this
ever-increasing
pressure. As it rises, the Walkers
become more dangerous, the Survivors
start to panic, and in most scenarios,
when it reaches maximum its game
over! As you play, you will see how
important it is to manage the Threat to
your advantage.

Panic Die Results


Flee!: Perform a Run action,
moving the maximum distance
in a straight line, directly away
from the nearest enemy (only
turning to avoid scenery or other
enemies). Take no further actions.
Terrified: Only perform one
Action this turn.
Quiet!: Only take one Action this
turn, and it may not be an action
that causes NOISE or MAYHEM.

The Threat Tracker


contains a track of
numbered
spaces,
1-18. Each time the
Threat
increases,
the arrow is moved
one space clockwise
Threat Tracker
immediately. It can
also
be
reduced
by certain player actions. Typically,
the Threat Level increases whenever
MAYHEM is caused, such as when
a gun is fired or when a booby trap
explodes! Keep a careful record of the
Threat Level, increasing or reducing it
as instructed.

Scream!: Perform the Make


NOISE Action, then take one more
Action as normal. Then, advance
the Threat Level by 1.
Berserk!: The model may
act normally, and adds
to
its melee attack roll this turn.
However, advance the Threat
Level by 1.

Setting Up

have one of the All Out War gaming mats


you will need to mark out this area on
a suitable flat surface (a dining room
table or area of floor is ideal). Shuffle
the Supplies and Event Decks, and
place them face-down at the side of the
gaming mat within easy reach of both
players, along with the Walker reference
card, Range Ruler, Kill Zone, Dice and
Activation Counters.
4. Set the Scene: Follow the setup
instructions as listed in the chosen
scenario.
5. Assemble Forces: Take the Survivor
and Equipment cards chosen in step 2,
and place them face-up at the side of the
board. Put the health counters in place
on the cards, and youre ready to begin!

Before you can start playing, youll need to


set up the game as follows:
1. Choose Scenario: A scenario is a set
of guidelines that explain how to set up
your gaming area and miniatures, and
what you need to do in order to win the
game. The standard scenario used for
the game can be found on page 30, but
look out for more ways to play in future
expansions.
2. Build a Group: Agree a points limit with
your opponent, and use the rules on
page 28 to gather your chosen force. We
suggest starting with a game of around
100 points.
3. Establish Play Area: The game is
played in an area 20 square. If you dont
8

The Game Turn


Once youve set up the gaming area and
your models, you can start. The game is
structured around a strict turn sequence,
comprising several phases, explained
step-by-step in the rules that follow. Once
this sequence ends, assuming no one has
achieved the scenarios victory conditions
by that point, the turn is over and a new turn
begins. Play continues in this way until the
game ends usually because the victory
conditions have been met, the Threat Level
has reached its maximum, or one group has
been wiped out.

Initiative will then alternate between


players in the End Phase of each turn.

THE TURN SEQUENCE


1. Action Phase
2. Event Phase
3. Melee Phase
4. End Phase

Initiative
Initiative is an important
concept in The Walking
Dead: All Out War; it dictates
who goes first in each phase
of the game, and often who
resolves certain events and
special situations.

WHO IS THE ENEMY?


Throughout these rules you will see
the word enemy or enemies.
Initiative Token

This term refers to any model that is


not part of your own Survivor group,
be it one of your opponents Survivors
or one of the Walkers.

In the first turn of the game, the scenario


rules will inform you which side has the
Initiative, and that player should place the
Initiative counter next to their Survivor
cards as a visual reminder.

1. The Action Phase


In this phase, all of the important
maneuvering and actions take place
notably moving, shooting and searching for
supplies!

ACTIONS
Unless it is engaged in melee or is
Panicking, when activated, a Survivor model
can perform up to two actions from the list
below, in any order. You may not perform
the same action twice in one activation (so
you may not Move twice or Shoot twice for
example, but you may Move and Shoot).

ACTION PHASE
BREAKDOWN
1. Player with Initiative activates one
model and performs two actions.

2. Play passes to second player, who

activates one of their models.


3. Play continues alternating in this

way until all models that can activate


have done so.
Beginning with the player who has the
Initiative, players take it in turns to activate
one of their Survivors. If one side has more
models than the other, all excess models
are activated at the end of the phase by
their owning player, one at a time, until
every model that can act has done so. Each
Survivor can only activate once per turn.

Move
Shoot
Search
Hide
Stand Up
Hold Your Nerve
Swap Item
Make NOISE
Special Action

Note that if any rule (such as Panic) requires


a character to perform a specific Action,
that Action will count as one of its two for
the turn.

Prone Models

If a model is engaged in melee (by an


enemy model or Walker moving into base
contact with it) before it has a chance to act,
then it may not be activated in this phase.
When activated, every Survivor model can
perform two different Actions, in any order.
Once a model has been activated, place an
Activation Counter on its Survivor card to
remind you that it has acted this turn.

PANIC CHECK
When activating a model, the first thing
you must do is check the current threat
level. If the threat level is higher than
the activated models Nerve, the model
must roll
and resolve the result (see
page 8) before it is activated.

10

Some rules will refer to prone models.


This means that the model is lying down
and should be laid on its side. A prone
Survivor can only perform Move (but only
at a Sneak) or Stand Up actions.

Move
During a Move Action, each model
must choose to Sneak or Run, using the
distances below.
ADDITIONAL
MAX
EFFECTS
DISTANCE
SNEAK

4"

None

RUN

8"

Creates
NOISE

MOVING ACROSS SCENERY


Barriers and Cars may be moved over as part
of a Survivors movement, as long as it has
enough movement to fit its base on the other
side. This requires a Climb test. You may only
climb across the narrow width of the scenery,
not across its length.
.A
means
To make a Climb test, roll
the climb is successful place the model on
the other side of the scenery and continue
moving if able. A blank means the model has
failed to Climb - it remains in place and its
Move Action ends. A model may not end its
move on top of a Barrier or Car.

A model does not have to move the entire


distance indicated for the chosen move it
can stop short if you wish.
Survivors do not have to move in straight
lines they can move in any direction as
long as their total movement doesnt exceed
the distance for the type of Move Action they
are performing. Survivors may not move
through other models, friend or foe.

Models with the Runner character type


automatically pass Climb tests and do not
need to roll.
Walkers cannot move across Cars or Barriers.

Models may not move into base contact


with an enemy (either Walker or Survivor)
unless it wishes to fight them in melee later
otherwise, keep enemy models at least
1" away from each other to be clear. As
soon as base contact is made, the model is
engaged in melee, and its activation ends.
Running, as shown on the chart above,
creates NOISE see page 7.

Additional Scenery Rules


Barriers: As well as climbing these, a Survivor
in base contact with a barrier may choose to
defend it in melee, as described on page 25.
Cars: If there is a supply counter in a car, a
Survivor needs only be in base contact with
the car to search it (see page 16).
Supply Counters: Supply counters do not
impede movement at all Survivors and
Walkers can move around or over them freely
they are simply counters used to mark
the positions of essential supply stashes or
discarded Equipment.

Carl Sneaks past a Walker. Place the range


ruler in contact with the models base. Move
the model so that its base is behind the 4"
(Sneak) increment on the ruler.

If you are using custom scenery instead of the


box contents, see page 33.
11

Shoot
If a Survivor has a Ranged Weapon
Equipment card equipped, it can use this
Action to fire the weapon at an enemy.
The shooting model can target any model,
provided that the target is within line of
sight and range.

RANGE
Range is measured from the edge of
the shooters base to the nearest edge
of the enemys base.
The range of a weapon is specified
on its card, under the Ranged Weapon
heading.

Only one ranged weapon can be used to


shoot as a single Action, even if a Survivor
carries two.

When using the standard 20" square


gaming mat, just assume that weapons
with a range of 20" or greater have an
unlimited range. If playing on a larger
gaming area, however, youll need a
tape measure or long ruler to measure
the upper range accurately.

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.

RANGED ATTACK ROLL

Scenery does not block line of sight


unless the target is prone behind it,
although it does provide Cover (see
page 15).

Once an eligible target has been


established, it is time to make your ranged
attack roll. Simply take the dice listed on
the weapon card, add the dice from the
Survivors Shoot value (if any), and roll them
all together, counting up the total number
of successes.
The target model must then make a defense
roll. Simply take the dice granted by its
Defense value, adding any bonuses from its
Equipment cards, Cover (see page 15) and
other special rules, if applicable. Roll them
all together, counting up the total number
of successes.
Compare each players number of
successes. If the ranged attack roll has
more successes than the targets defense
roll, the target has been wounded. If the
scores are equal or the defense roll has
more successes, there is no effect.

Rick takes aim at Derek. The path of the shot


crosses a Car, and as such Derek is behind
Cover. If Carl takes a shot, however, the line of
sight is clear, and Derek cannot claim Cover.
Ricks line of sight to the Walker is blocked
by Carl, so Rick would have to move first if he
wanted to take this shot. Neither Rick nor Carl
can see Sandra as she is lying prone behind
the car, and line of sight is therefore blocked.

12

TAKING DAMAGE
When a Walker is wounded, it is laid prone.
A prone Walker cannot perform any actions,
but it may be able to get back into the fight
later (see page 27).
When a Survivor model is wounded by an
attack, it immediately loses heath points
equal to the difference between the two
scores. For example, if the ranged attack
roll had 4 successes, and the defense roll
had 2 successes, the target would lose 2
health points (4-2=2).

If a target model is reduced to 0 health


points as a result of an attack, and a ! was
rolled, no prone Walker is placed. The
model is removed from play immediately
theres no coming back from a headshot!
Walkers that suffer any damage from an
attack that rolls a ! are removed from play.

Out of Ammo!
If the ranged attack roll includes one or
more Headshots, you must immediately roll
. On a , there is no effect. On a blank,
however, youve just fired your last round
of ammunition! Resolve this shot as normal,
but flip the Weapon card over to show that
it is out of ammo. The weapon may not be
fired again in this game until you find more
ammo and reload.

For each health point lost, move the counter


one space to the right. If the counter
ever reaches 0, the Survivor model has
been killed. It is dead, for all intents and
purposes, although its body may rise later
to become a Walker! Replace the Survivor
with a prone Walker.

Headshots and Ammo Rolls ( ! )


You will see that the dice have a Critical
Success ( ! ) symbol on some faces. These
symbols do not add to your total successes
in any way. However, if you successfully
wound an enemy, and the dice show one or
more ! symbols, youve caused a Headshot
against your target.
Against Survivors, every ! symbol increases
the number of health points lost by the
target by 1.
Rick is armed with a 9mm Pistol. This gives
), and he adds his
him two red dice (
Shoot value for an extra blue die ( ). He
decides to shoot at Derek, checks line of sight
and range, and rolls his dice for a total score
of 4, plus a Headshot! Dereks Defense value
allows him to roll 1 white die ( ). He does
this and gets one success. Normally, Derek,
would suffer 3 points of damage (4-1=3).
However, the Headshot increases this to 4. As
Derek has already been wounded earlier in
the game, he is taken out of action. Thanks to
the Headshot, hes removed from play rather
than being replaced by a prone Walker.
As Rick has rolled a Headshot on his shooting
roll, he may run out of ammo see above.

13

Casualties and Equipment


As soon as a Survivor is removed from
play, any Equipment cards it was carrying
are lost. Perhaps they are trampled into
the mud in the confusion of the fighting, or
broken and rendered useless. In any case,
Equipment cards are not left behind, and
may not be picked up by other models.
Supply counters, however, are dropped
where the model fell the first is placed
on the spot where the model died, and the
others are placed in contact with the first,
or as close as possible to it.

ADDITIONAL SHOOTING RULES


Cover
Shooting into Melee
If your ranged attack passes over any
scenery (not supply counters) before it hits
the target, then the target model is in Cover.
When a ranged attack is made, trace a
straight line between the attacker and the
target, and take note of any scenery that
falls even partially beneath that line.

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.

There is nothing to stop you from shooting


at a model that is engaged in melee.
Choose your target following the normal
rules. However, before making the ranged
attack roll, roll
.
On a , you hit the intended target. On
a blank, however, you hit one of the other
combatants your opponent chooses which
one is hit. Once the target is established,
make the ranged attack roll as normal.

Multiple Shots
Some weapons and special skills allow the
shooter to take multiple shots as a single
Action.You may opt to fire fewer shots if you
wish, unless the weapon card specifically
forbids it. Each shot is resolved separately,
one at a time, following all of the usual rules.

Prone Models
You can shoot at a prone model following
all of the usual shooting rules. However, if a
model is prone and also in Cover, it cannot
be targeted by ranged attacks at all, as it
cannot be seen. Prone models do not block
line of sight.

As this is a single Action, NOISE or MAYHEM


is only calculated once, regardless of how
many shots are taken.

14

OTHER ACTIONS
SEARCH

HIDE

Any Survivor model in base contact with


a supply counter, and not engaged in
melee with an enemy, may search for
supplies. A model cannot search if there is
an unengaged enemy model also in base
contact with the counter, or the scenery that
the counter is inside (such as a car).

In some situations, a model may rather duck


behind Cover than do anything else, even
if it leaves them exposed to attack later. A
model may Hide if there are no enemies
within their Kill Zone (see page 18), and it
is in base contact with a scenery piece. This
may provide Cover from shooting attacks
(see page 15).

Draw the top card from the Supply Deck. If


it is an item the Survivor may put it into one
of their free item slots, or swap it with an
item they already hold. It is treated exactly
like an Equipment card. Any items that they
then do not have space for or choose not to
take are discarded.

If a model wishes to Hide, it becomes prone.


It may attempt to stand up again during its
next activation if you wish.

STAND UP
A prone model may Stand Up by spending
an Action. Stand the model upright, and it
may then act normally.

If the card is an Incident!,then the instructions


on the card must be applied immediately.
Once the search has been resolved, remove
the supply counter from the board and
place it onto the Survivors card, or place it
in contact with the model. It does not take
up an item slot.

HOLD YOUR NERVE


The model rolls
on a
, reduce the
current Threat Level by 1. This action cannot
be attempted by a Panicking model.

Supply counters that have already been


searched or have been dropped after the
death of a Survivor are placed with the
SEARCHED face showing. These counters
will not allow the player to draw another
supply card when searched.

Models with the Tactician character type


automatically reduce the Threat Level by 1
and do not need to roll.

SWAP ITEMS

No matter how many counters a searching


Survivor is in contact with, only one may be
picked up per Search Action.

This Action allows a Survivor to rearrange


the Equipment cards they are currently
carrying, moving weapons, armor and
items from their pack to a usable Armor or
Item slot, and vice versa. Any number of
cards can be shuffled as a single Action.
Furthermore, the model may give any of its
Equipment cards, from either its pack or an
active slot, to any friendly model within its
Kill Zone (see page 18). The recipient must
have an active slot free for this item it may
not be placed in its pack straight away.

15

MAKE NOISE

SPECIAL ACTION

The Survivor jumps up and down, waves


their arms about and shouts to attract
attention. The model makes NOISE (see
page 7).

Some models are able to use special rules


as an Action, or have access to unusual
items of Equipment that require a special
Action to use.
Unless stated otherwise, items that allow
Special Actions must be equipped for the
Action to be used.

16

2. The Event Phase


Once every model has acted, it is time
to see what the Walkers will do this turn.
Survivor models rarely get to act in the
Event Phase; instead, players work against
each other to control Walkers and resolve
various special event cards.

EVENT PHASE
BREAKDOWN
To keep things clear, the Event Phase
follows a strict two-step sequence:
1. The Kill Zone. Walkers that are very
close to Survivor models lunge into melee.
The template is placed over each Walker. In
this example, the first Walker has no Survivors
within its Kill Zone, and will not attack for now.
The second Walker has both Rick and Liam
within reach. As Liam is closer than Rick, the
Walker will move into contact with Liam.

2. Draw an Event card. Random events are


resolved.

THE KILL ZONE


You must first work out if any Walkers are
sufficiently close to a Survivor to attack them
directly. This is established by centering
the Kill Zone template on each eligible
Walker model (see page 19). If there are
any Survivors at least partially beneath the
template, the Walker is immediately moved
into base contact with the nearest Survivor.

DRAW AN EVENT CARD


The player with Initiative then draws
the top card from the Event Deck, and
immediately applies the results. The results
vary according to the current Threat Level
make sure to apply the correct result.
Some Event cards require you to increase
the Threat Level before resolving the event.

If the nearest Survivor is already fully


surrounded, or unreachable for some other
reason (due to intervening scenery for
example), then the Walker will move into
contact with the next closest eligible target
instead, and so on. If two or more eligible
targets are equidistant from the Walker, the
player with Initiative decides who it will
attack.
If there are no Survivors under the Kill
Zone template, or all eligible targets
cannot be attacked, then the Walker does
not move, and instead is free to move
elsewhere should the Event cards allow it.

17

This may result in the Threat Level


increasing to the next band, before you see
which section to resolve, making it deadlier.
Some cards will have the Remains in Play
keyword. This means that the card is left
face-up next to the board and the effects
apply continuously until the card text tells
you to discard it. Otherwise, Events are
discarded after resolving them.

Key Concept Moving Walkers


Throughout the rules and cards you will see
the term eligible Walker. This term applies
to any Walker that is not currently prone
or already in base-to-base contact with
an enemy. These Walkers will be eligible
to move when an Event card or other rule
requires it.

Walkers ignore supply counters.

Walkers always move at a Shamble (6"),


and they always move in dead straight
lines, usually towards a model, source
of MAYHEM, or in some other direction
specified by the rules. If a rule requires a
Walker to move towards another model, it
moves towards the center of that models
base.
Walkers cannot pass over or through
scenery, and will stop instantly when they
contact a piece of scenery (note that this
may result in combat against a Survivor
that is defending a barrier, as explained on
page 25).

Walkers never attack other Walkers.


Instead they pass through other Walkers
in their path, as long they have sufficient
movement to end their move without their
bases overlapping. If a Walker would finish
its move with its base overlapping it instead
stops in contact with the other Walker.
If a Survivor is in the Walkers path, the
Walker will move into base contact with
that model. 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 the Walkers had enough
movement left to reach the target. However,
if there is no space at all left to engage a
Survivor (without overlapping bases), then
the Walkers must stop short of their target.

If a Walker starts its move already in contact


with a scenery piece, it will move around
the scenery by the shortest possible
distance to reach its target. This is the only
time a Walker may deviate from its straight
line movement.
In example 1, a player is instructed
to move a Walker towards the nearest
Survivor (Carl). The Walker moves in
a straight line, and contacts a car, thus
stopping immediately.
In example 2, the same instruction
is received, except the Walker in
question begins its move in contact
with the car. It is now allowed to
deviate from the straight line in order
to get clear of the scenery and move
into contact with Carl.
In example 3, a player wants to move
a Walker into contact with Liam, who
is already engaged with two others!
The gap between them is not big
enough for the new Walker, but there
is nothing else blocking their way,
so the engaged Walkers are shuffled
sideways to make space.

18

EVENT CARDS
If an Event card specifies that more than
one Walker must move, the first is moved
by the player with Initiative, and then the
players alternate until all required Walkers
are moved.
If both players are instructed to move one
or more Walker models during an Event,
they must choose different models a
Walker model cannot be moved more
than once by a single Event card, and this
includes Walkers entering play.
Sometimes there may not be enough
eligible Walkers to fulfil the instruction on
the Event card (for example, you may be
told to move three Walkers, but there are
only two standing, unengaged Walkers in
play). If this happens, the remainder are
taken from any spares you have, and they
enter play as described below.

Take the requisite number of spare Walkers.


Beginning with the player with Initiative,
take one of the Walkers and place it in base
contact with the board edge of your choice.
The Walker may not be placed within the
Kill Zone of a Survivor. Once it is placed,
the other player does the same, until all
of them have been placed. These Walkers
are considered to have been moved for the
purposes of the current Event card.
It is quite possible that, using this method,
you could finish the game facing more
Walkers than you began!

Not Enough Walkers?

Finally, if it is ever unclear which Walker


should move (due to two or more being
equidistant when activated, for example),
the player with Initiative chooses which
Walker moves in that instance.

WALKERS ENTERING PLAY

If the Threat gets too high, you may


soon find that you dont have enough
Walker models to bring into play!
While youre always likely to have
one or two to hand based on those
removed from play or not being used
in a given scenario, chances are in
larger games youll run out. You can
purchase booster packs of Walkers,
along with additional Event cards, from
Mantic Games.
If an Event card requires more Walkers
to enter play than you have to hand,
bring on as many as you can and then
increase the Threat by 1.

Several Event cards require Walkers to


enter play. Regardless of the number
specified, the procedure for doing this is
always the same.
19

3. The Melee Phase


Once the Event phase has been resolved, it
is likely that one or more models will be in
contact with an enemy, and must fight!
Every model in base contact with an enemy
model in that melee will fight, striking
simultaneously. If you dont have enough
dice for both players to roll all at once,
simply take it in turns and keep note of your
scores. When fighting against Walkers, your
opponent rolls the dice on their behalf.

When several models from one side are in


contact with several models from another
side, then the players must split the combat.
This must result in a melee with only one
model on one or both of the sides. If a
Survivor would be eligible to fight multiple
enemies, the owning player must choose
which to fight. If a Walker would be eligible
to fight multiple enemies, the player with
Initiative must choose which Survivor the
Walker fights.
Nudge the models apart slightly to make
it clear which Walkers are fighting which
Survivors.

MELEE PHASE BREAKDOWN


1. Advance Threat Level

This rule cannot be used to take a Survivor


out of melee altogether if a model is
engaged, it must fight!

2. Split Combats
3. Establish Order of Combat

See the examples overleaf.

Choose each melee in turn and then:


1. Resolve Handgun attacks

ESTABLISH ORDER OF COMBAT

2. Resolve Melee

Melee is resolved separately for each


group of models in base contact. If there
are several groups of combatants on the
table, the player with Initiative decides the
order in which combats are resolved.

3. Push Back
4. Resolve Damage

ADVANCE THREAT LEVEL


At the start of the Melee Phase, if any
models are engaged in melee, increase the
Threat Level by 1. The level increases by
just 1 point regardless of how many models
are fighting.

SPLITTING COMBATS
20

Splitting Combats

In this example, we have quite a messy situation. Derek has charged Carl, and Rick has intervened
to help his son (1). However, in the Event phase, several Walkers were drawn into the fray.
Picture 2 shows the simplest way to split the combat. All the Survivors are fighting Walkers no one
gets to fight their real target this turn, as they must face the more immediate threat!
Picture 3 is incorrect. Ricks player has the Initiative, and wants to split the combat to keep Carl safe
so Rick faces Walkers C and D. However, everyone who was fighting at the start of the phase must
still be engaged when combats are split, so this cant be done.
Picture 4 shows an alternate way to split the combat. Carls player has a choice of who to fight. He
could fight one of the Walkers as in (1), or he can push Derek into the Walkers and join in as shown
here, leaving both Walkers to Rick. For more on three-way melees, see Multiple Melee on page 24.

RESOLVE HANDGUN ATTACKS


Weapons with the Handgun keyword may
be fired in the Melee phase. Simply declare
that you are doing this instead of attacking.
If several models in the same combat wish
to shoot, the player with Initiative picks one
of his own first, and then the other player,
alternating until all shots are fired.
The Survivor makes a normal ranged attack
against an enemy in base contact. There is
no need to randomize who is hit if there are
other friends in the fight.
If the shot kills the opponent or lays them
prone, this may mean that the Survivor with
the handgun is no longer engaged in melee.

21

As this is not a melee attack, the enemy


model is not pushed back. This means if it
stands up again before the shooter moves
away they will be engaged in combat again.
If the model that fired is still engaged
after the shot is taken, it may only choose
to defend in the following melee. If other
models on the same side wish to attack
rather than defend, then the firing model
contributes no dice to the combat.
As always, gunfire may cause MAYHEM and
any Walkers attracted into the fray do take
part in the melee. These new combatants
may require combats to be split again,
before any further melee takes place.

RESOLVE MELEE
Most Survivors will choose to attack their
opponent with whatever they have to hand.
However, some Survivors are poor fighters,
or are so well-equipped with armor that
they have a better chance of surviving
melee if they fight defensively rather than
offensively. Before making a melee attack
roll, a player must choose whether the
models on their side will attack or defend.
The player with Initiative always chooses
first. If both players opt to defend, no blows
are struck.

Unless otherwise specified, all models on


the same side roll their dice together, and
each side totals up the number of successes
scored. The side with the highest roll is the
winner. If the combat is drawn, a winner
must still be determined for the purposes
of Push Back as detailed below, even if
there are no other effects. In the case of
drawn combats, use the following criteria
to determine who pushes back the enemy:

Survivors always beat Walkers


Survivors with the Initiative
always beat other Survivors.

as
Note: If a model is required to roll
part of its attack (because of a weapon rule
or other special rule), the
is not counted
as part of the melee attack roll. The Action
Dice is only rolled when a winner has
been established the winning side rolls
any Action Dice it is entitled to, and the
additional effects are applied.

If several models on the same side are


involved in the melee, they must either
all choose to defend, or all attack they
cannot split their dice between attack and
defense.
Needless to say, Walkers can never choose
to defend!
Unlike ranged attacks, a model does not
have to have a Melee Weapon card in
order to attack in Melee as long as it has
one or more dice listed under its Melee
value, it can kick, punch and head-butt
without a weapon! However, some models
are such poor combatants that they have
no Melee value. These models can only
attack in melee if they have a weapon or
rule that grants them dice. If they have no
such weapon and/or bonus, they can only
choose to Defend in melee.

THE MELEE ATTACK ROLL


To make a melee attack, a player must roll
the number and type of dice specified by
their models Melee characteristic, adding
any dice indicated on their Melee Weapon
cards and special rules, if applicable.
If a model has several melee weapons, it
must choose one before any dice are rolled:
it cannot add the bonuses from more than
one weapon to its Melee value.
If a model has chosen to defend, it instead
takes the dice equal to its Defense value,
plus any bonus dice it is entitled to thanks
to its armor or other Equipment.
22

RESOLVE DAMAGE
Models are wounded in the same way as
described for Shooting on page 14, with
the difference in successes determining
the number of health points lost.
If a defending model wins a melee, it
may not cause any damage against its
opponents it merely pushes them back as
it fends them off.
A Walker that is knocked prone during
combat must be knocked over so that its
base is 1" away from the winner of the fight,
if possible.

PUSH BACK
As soon as a winner is determined, the
losing models are instantly pushed 1"
directly away from the winners, by the
shortest possible route, as shown.

Single Combatants Damaging


Multiple Opponents

A model cannot enter base contact with an


enemy model as a result of being pushed
back. If a model cannot be pushed back due
to the proximity of other nearby miniatures
or scenery, all of the winners are pushed
back instead, exactly as if the losing model
had won the fight.

If a single combatant beats multiple


opponents, the player that won the melee
may divide the total amount of damage
caused between all enemies in base
contact it may all be allocated against the
same model, or split freely between them.

Headshots in Melee
Headshots apply to Survivor attack
rolls as for Shooting on Page 14. If you
roll multiple Headshots as part of your
melee attack, you can only allocate one
Headshot to each enemy model in the
combat. If there are more slain enemies
than Headshots, you will just have to settle
for knocking down the remainder instead!

Bitten!
Rather
than
achieving
a
Headshot,
if
Walkers
successfully wound a Survivor
and roll one or more !, the
Survivor is bitten. Immediately
Bitten Token
flip the victims health counter
over so that the red Bite symbol is face up.
The latent infection that all Survivors carry
has been accelerated. This may have severe
repercussions for your Survivor later! See
page 27.

In the first example, Rick beats the Walker


in melee but does not cause a Headshot.
The Walker is pushed back 1, and then laid
prone.
In the second example, Rick loses a fight
against two Survivors but is not killed. He is
pushed back so that he is 1 away from both
attackers.

23

ADDITIONAL MELEE RULES


Walkers Outnumbering
Lone Walkers are slow and lethargic, and
dont pose much of a threat, but in groups
they can drag down an unsuspecting foe
with sheer weight of numbers.
If there is only one Walker in a combat, it rolls
its Melee value as normal 1 . A second
Walker in the same combat, however, rolls
2
; the third rolls 3
, and so on, up to
a maximum of 5
.
For example, Rick is engaged with three
Walkers. He has no weapon, and thus only
. The Walkers roll a total of 6
rolls
(1+2+3=6)! Rick has a tough fight ahead.
In example 1, the only way to assign the
dice is against Rick Derek
Walkers
, plus the
therefore rolls his own dice
, for a total melee attack
Walkers dice
.
pool of

Multiple Melee
The rules above assume that only two sides
are involved in the combat Survivors vs.
Walkers, or Survivors vs. Survivors. If there
is a three-sided combat, however, where
both players have models fighting Walkers
in the same melee, their attacks are treated
slightly differently.

In example 2, the Walker is in contact with


both Survivors. The Walker adds its dice
to the melee attack roll of the side with the
Initiative.

To keep things simple, Walkers do not fight


as a side in their own right when joining
a fight between rival Survivors. Instead,
Walkers add their dice to one of the
Survivor sides melee rolls. In a three-sided
combat, Walkers do not gain the Walkers
Outnumbering special rule, they are too
distracted by multiple meals.

In example 3, theres no way to split off any


model from the fight, and so poor Rick is
completely outmatched! The Outnumbering
rule does not apply in a Multiple Melee, and
so Derek just adds the Walkers dice to his
.
for a total roll of
In example 4, Rick cannot be split from
the fight as that would mean he isnt
fighting anyone. This time, Rick gets all of
the Walkers dice added to his own, for a
.
whopping melee attack roll of

When Walkers are in base contact with


Survivors from just one side, their attack
dice are added to the opposing sides roll.
When both sides are in contact with the
same Walker(s), the player with Initiative
chooses who each Walker attacks this turn.
Walkers can never fight on both sides.
A side that benefits from Walkers attack
dice cannot choose to defend. If for any
reason any of them must defend (having just
fired a Handgun for example), the Walker
will attack as normal and the defending
Survivors will roll no dice.

24

Prone Combatants
If an attacker is not engaged in melee with
any standing opponents, it may instead
make a melee attack roll against a prone
model in base contact. The prone model
may not attack back, but may defend (even
if it is a Walker). If the attacker beats the
defense roll of the prone model, the prone
model is removed from play immediately.
If a prone model survives a melee, the
attacker is pushed back instead.

Walkers cannot defend barriers and are


considered engaged with enemies on the
other side. Prone models may not defend
barriers, nor may they be attacked over a
barrier.

Although they can be attacked if they are


in contact during the Melee phase, prone
models do not stop enemy models from
simply disengaging and moving away
during their activation.

Defending Barriers
Any standing model in base contact with
the long edge of a barrier is in melee with
any standing enemy on the other side of the
barrier.

In the first example, Carl may defend this


Barrier against Walkers A and B. Walker C
is not in contact with the long edge of the
barrier, and therefore is not engaged.

To gain a bonus for defending a barrier,


eligible models must choose to defend
in combat. While defending a barrier, the
model adds
to its defense roll. Note that
models do not gain the defense bonus if
they are also attacked from behind (with
no barrier between themselves and the
attacker).

In the second example, Carl is not in contact


with the long edge of the Barrier, and may
not defend it against Walker C.Walkers A and
B are not engaged.

If models on both sides are able to defend


a barrier, the player with Initiative must
declare their intent to do so first. As always,
if both sides choose to defend, no blows are
struck.
Although they may fight in melee, Survivors
behind barriers are not considered to be
in base contact with enemies on the other
side of the barrier for movement purposes.
They may move away from enemy models
touching the same barrier in their
Movement phase as normal.

25

Melee Weapons Causing


NOISE or MAYHEM
In some very rare cases, a survivor may
use a weapon in melee that causes NOISE
or MAYHEM, such as a chainsaw. If this
happens, resolve the combat as normal. At
the end of the combat, work out the effects
of the NOISE or MAYHEM. Any Walkers
attracted into the fray will now fight in
melee. These new combatants may require
combats to be split again as detailed on
page 21. This must be done before any
further melee takes place.
Remember, Survivors may only attack once
per melee phase if they are forced to fight
again they may only defend.

4. The End Phase


Once all melee is over, its time to see if
any prone Walkers get back up again, and
see if infection starts to set in for the bitten
Survivors.

If this roll results in death, the Survivor


is immediately removed from play and
replaced with a prone Walker! All of the
models Equipment is lost, and the Walker
is treated just like any other from this point
on. Supply counters are placed on the
board where the Survivor fell as detailed
on page 14.

THE DEAD RETURN


The player with the Initiative chooses each
prone Walker in turn and rolls
for
each. On a
, the Walker stands up, ready
to act normally next turn. On a blank, it
stays down.

END OF TURN

INFECTION
Any Survivor model with the Bite symbol
showing on its health tracker must test
to see if anything nasty happens to them.
Begin with the player with Initiative and
alternate until each player has tested for all
of his infected models.
Simply roll
for each model that has been
, there
bitten during the game. On a
is no effect, and the Survivor shrugs off the
injury for the turn. On a blank however, the
Survivor loses 1 health point immediately.

26

Any special rules in play that require


checks or effects at the end of the turn
should be applied now. If there are several
of these, players should take it in turns to
resolve them, beginning with the player
with Initiative.

INITIATIVE
After all other effects have been resolved,
the Initiative counter must be passed from
its current holder to the opposing player so
that they may go first in the next turn.
The turn is now over. Start a new turn,
beginning with the Action Phase on page 11.

Survivor Groups

The following section provides guidelines


for shaping your collection of miniatures
and cards into a hard-bitten group of
Survivors.

POINTS MATCHES
Groups are chosen to a set points limit,
agreed in advance by the two players.
Simply select the Survivors and Equipment
you want to use, using the points values
printed on the cards, with a total of no more
than the agreed limit.

If each group comprised around (but no


more than) 100 points of models, we would
refer to this as a 100-point game, because
both sides are chosen to a 100-point limit.
We recommend sticking to nice, round
increments for your games: 100, 150, 250
points, and so on. A 100-point game can
be usually be played in less than an hour,
while a 500 point game may take most of
the afternoon.

GROUP LIMITS

There are a few limits and restrictions to


what you can select. Each group must abide
by the following rules:

27

Many models in the game are neutral,


and will not have a faction symbol
on their card. These models can be
part of any group. However, others
have an allegiance to a particular
leader or location, represented by
their faction symbol. A group can
only contain Survivors from a single
faction, as well as neutral characters.
- Ricks Group.
One model must be selected as the
group Leader (see page 28).
No more than half the models in
your group (rounding up) may be of
the same Character Type, unless it
is the same type as your Leader. For
example, if your group includes eight
models, with Rick Grimes (Tactician)
as its leader, it may not include more
than four Marksmen, but all eight may
be Tacticians.
You may never have more than one
version of the same named character
(Rick Grimes, Atlanta Camp Leader
and Rick Grimes, Police Officer, for
instance) in a group. Note that in some
games opposing players may have
the same character in their groups.
You may never purchase more
Equipment cards for a model than its
available item slots allow.Note dont
forget to leave room for any items that
you may need to pick up on the board.

CHARACTER TYPES

THE GROUP LEADER

Each Survivor card will list a character type.


This feature serves as a handy indicator
of your Survivors specialties and group
composition. If you have lots of Bruisers,
for example, then your group is geared
towards melee. A group with a good mix of
Character Types will be well-equipped to
take on all-comers.

Every group needs someone to lead it:


you must nominate one model from your
collection as the Leader. Even in small
groups that do not have an obvious Leader,
one Survivor always steps forward to take
charge. Your Leaders character type can
be an important choice, as it affects the
composition of your group.

A characters type may bestow special


rules (see below), and will also interact
with other rules in the game. The Character
Types are as follows:

Leader Abilities
Some Survivors make better leaders than
others, and change the way your group plays
on the tabletop by virtue of their unique
leadership style. This is represented by the
Leader Ability listed on their Survivor card.
This ability only applies if that Survivor is
chosen as your group Leader; otherwise it
is ignored.

Bruiser: Favors melee combat and feats of


strength.
Bruisers may have access to exclusive
equipment or bonus effects in melee. This
will be detailed on the cards.
Tactician: Best at threat management and
coordinated efforts.
Tacticians automatically succeed when using
a Hold Your Nerve Action (see page 16).
Marksman: Favors ranged combat.
Marksmen may have access to exclusive
equipment or bonus effects when shooting.
This will be detailed on the cards.
Support: Provides boosts, medical aid or
just moral support to the group.
Support characters will generally have
rules that enhance the abilities of their
companions.
Runner: An expert scavenger, quick on their
feet.
Runners automatically pass Climb tests
(see page 12).

28

Scenarios
Games of The Walking Dead: All Out War
are structured around scenarios, which
provide a variety of gaming set-ups, special
deployments and victory conditions.

A note on boundaries: The edge of the


gaming area cannot be passed during a
game unless some special rule specifically
allows it.

If youre new to the game, we highly


recommend playing through the scenarios
presented in the Quick Start Guide, using
the models and cards provided in this boxed
set. Later, as your experience and collection
of models grows, try out the additional rules
presented here to choose your own groups.

Scenery
All the scenery you need is included in
the box - four cars and six barricades.
However, many gamers will have their own
scenery collections and will want to play on
a 3D board. To work out how much scenery
to use, refer to the Scenery Points section
on page 35.

Each scenario will list any required models


or scenery along with instructions on how
to set everything up ready to play.

Setup Initiative

THE GAMING AREA


You will need a flat surface on which to
place The Walking Dead: All Out War game
board. The board is often referred to as the
gaming area. As your collection grows,
you might find that you need a larger board
to accommodate the extra action! We
recommend the following sizes:
GAME SIZE
Up to 300
points
301+ points

GAMING AREA
20" square
40" x 20"

29

Before setting up the board, one player


should roll
. On a , they have Initiative
for the setup part of the scenario. This is
used to determine elements of the game
setup.

VICTORY CONDITIONS
Every scenario lists the criteria you
must achieve in order to win the game.
This might be as simple as wiping out
the opposing Survivor group, or scoring
points by inflicting casualties and
grabbing supplies.

Scenario: The Walking Dead


This scenario is a generic set of rules
that can be used for games of all sizes.
Narrative scenarios or games with
alternative objectives can be found in
future expansions.
Two groups have located a large cache of
potentially invaluable resources, and will
stop at nothing to claim the supplies for
themselves. Unfortunately, the resources
are in the midst of a swarm of Walkers, and
reaching them will be far from easy

SURVIVOR GROUPS
Before the game, the players must agree
on a points limit to play to. They then each
select Survivors and Equipment totaling
no more than this limit, as described on
page 28.

All remaining scenery (the barriers if using


the core set) may be placed anywhere on
the board, but not within 2" of another terrain
piece.

SETUP INSTRUCTIONS
1. Scenery
For each full 20" square section of board you
are using, you will need 14 Scenery Points
worth of scenery. The player with setup
Initiative chooses the first piece of scenery
from the collection, and then players alternate
selection until all the points are spent. If you
are using only the contents of the core set,
use 4 Wrecked Cars and 6 Barriers.
Divide the scenery evenly between the
players by points value. If there is an uneven
amount, the player with Setup Initiative
chooses who gets the higher amount.
Beginning with the player with setup Initiative,
take it in turns to place terrain pieces in the
gaming area. No terrain piece may be placed
within 2" of the dead center of the board.
Resource Hubs (see page 33 - the four cars
if using the core set) must be placed in the
Walker Zone, but no closer than 2" to another
terrain piece or the board edges. If there is
no room left to place all the Resource Hubs,
then the remainder are placed as below.

30

2. Supplies
The players must place nine supply counters
on the board as follows:

First of all, place one supply counter


in the dead center of the board.
Then, beginning with the Player with
Setup Initiative, take it in turns to place
the remaining counters. These must
be placed within the Walker Zone,
but not within 2 of another counter.
Note that this means that you will not
be able to Sneak into contact with a
counter on the first turn. Counters
must be allocated to Resource Hubs
first.

3. Walkers

GAME LENGTH

You will need a number of Walkers chosen to


the same points limit as the game, rounding
up. Walkers are 15 points each, so in a
50-point game you would need 4 Walkers,
while in a 300-point game you would need
20. This boxed set contains 12 Walkers, for
games up to 180 points.

The game lasts until one


of the Victory Conditions
below has been met, or at
the end of any turn in which
the Threat Tracker is at
maximum.

Beginning with the player with Initiative,


players take it in turns to place Walkers until
they are all deployed. First, place one Walker
in contact with each supply counter (or the
scenery piece it is in) until all counters have a
Walker, or you run out of Walkers. Remaining
Walkers (if any) are placed anywhere in the
Walker Zone, but not within 2" of each other
or the dead center of the board.

4. Survivors
The players should then roll for Initiative for
the first turn of the game.

Maximum Threat

VICTORY CONDITIONS
The aim of the game is to collect the most
resources.
If, at the end of a turn, one group has
acquired at least 7 supply counters, that
side wins. If nobody has claimed enough
supply counters by the time the Threat
Tracker reaches maximum, the player with
the most at the end of that turn is the winner.
If both players have the same number of
counters, the game is a draw.
If one group is wiped out before either can
achieve the objective, then the surviving
group wins by default at the end of the turn.
If both groups are wiped out in the same
turn, the game is a draw.

The player with Initiative chooses a


deployment edge and positions the first of
their models so that its base is touching any
point along that edge. The other player then
positions one of their own models so that its
base is touching any point along the opposite
edge, as shown on the scenario map. Players
alternate deploying their models until they
are all deployed.

Going Solo
In a solo game, the player must collect
7 counters before the Threat reaches
maximum to win.

SET THREAT LEVEL


Position the Threat Tracker to one side of
the board, and point the arrow towards
position 1.

31

IMPORTANT!
You are now at the end of the core rules. You should make sure that you play plenty of
games with a mix of different Survivors and equipment to get a full understanding of
the rules before going any further. The rest of this book contains rules for taking your
games further, and they are completely optional.

Advanced Rules - Scenery


Many gamers have large collections of
scenery, and perhaps enjoy building and
painting their own tabletop terrain. Just
because the basic rules of The Walking Dead:
All Out War use the two-dimensional scenery
included in the box, there is nothing to stop
you playing the game on a table of your own
design, perhaps representing downtown
Atlanta, or a forest on the city outskirts, with
three-dimensional terrain.
In order to represent the effects of different
sized scenery in your games, we apply special
rules to certain scenery types. In most cases, it
will be up to you to decide which rules apply
to which scenery pieces and make sure that
both players are aware of this before the game.
Some examples are provided below.

Whenever a Walker starts its move inside Area


Terrain, roll
.
On a
, it moves at a Shamble, halving the
distance inside the terrain as normal (so
usually 3 instead of 6). On a blank it does
not move. It still counts as one of the Walkers
moved by an Event card. Area Terrain does not
affect Walker movement using the Kill Zone.

BLOCKING
Examples of Blocking terrain include small
buildings, forests, or any other feature
significantly taller than a man. Line of Sight
may be drawn into and out of but not through
Blocking terrain.
Blocking terrain protects models behind it
from Elevated attacks, unless the target is also
Elevated.

AREA TERRAIN
This type of terrain, as its name suggests,
covers an area of the battlefield it can be
moved through, but not easily. Examples
includes forests, swamps and dangerous
ruins. The edges of Area Terrain must be
clearly defined.
Any distance moved through Area Terrain
is halved, so a Survivor wanting to Sneak 4
through a forest could only move 2. A model
may make part of its movement outside of the
terrain and the remainder inside, for example
Sneaking 2 up to the edge of a piece of Area
Terrain, with the remaining 2 halved to 1
inside it.
Walkers can move through Area Terrain but
risk becoming snagged or bogged down.

32

having a surface on the top that can be


occupied by models. Examples include upper
floors of buildings, hills, and the tops of things
like shipping containers and vehicles. Some of
these can be tall, and therefore usually have
the Blocking special rule as well. Others like
cars just provide Cover.

COVER
Most terrain pieces larger than waist-height
but not taller than a man have the Cover
special rule the barriers and cars supplied
in this box are examples. As described on
page 15, if a ranged attack passes through any
Cover, then the target model gains a bonus to
its Defense against ranged attacks.
There are two types of cover in the game: Light
Cover (such as fences and other low barriers),
and Heavy Cover (such as abandoned cars
and fortified walls).
When a ranged attack is taken, trace a dead
straight line between the attacker and the
target, and take note of any scenery that falls
even partially beneath that line.

If an Elevated position is accessible via a


gentle slope or staircase, they can be moved
up without penalty. If it is only accessible via a
ladder or precarious footholds, however, then
the model must make a Climb test to access it
see Traversable terrain. A model occupying
an Elevated position may also make a Climb
test to climb down to the ground , but if this test
is failed they are laid prone at the foot of the
ladder/stairs/etc.
There must be space on top of the Elevated
terrain piece to move the Survivor to, and there
must be no enemy models already occupying
it within the Survivors Kill Zone.

For each piece of Light Cover that the shot


to their
passes through, the target adds
defense roll.

If there is an enemy model occupying it within


the Survivors Kill Zone, that enemy may count
the Elevated position as Defensible and will
engage the climbing Survivor in the Melee
phase. The climbing Survivor remains at the
bottom of the Elevated position.

For each piece of Heavy Cover that the shot


passes through, the target adds
to their
defense roll.

DEFENSIBLE
Defensible terrain pieces like the barriers
in this box can be defended in melee, as
described on page 25.

A Survivor making a ranged attack from an


Elevated position can draw line of sight over
intervening models, and negates all Cover
bonuses, unless the target behind Cover is
also in an Elevated position.

ELEVATED
These terrain pieces are distinguished by

33

Elevated positions can vary in height you


will need to decide before the game which
ones can see over which others. A model on
a roof would be able to see over a model on a
car, for example.

A model may not end its movement on top


of the terrain piece, unless the terrain is also
Elevated.
Walkers may never move over Traversable
scenery.

Walkers may never climb. If for any reason


they start their move on an Elevated terrain
piece that must be climbed and are required
to move off of it they will fall to the ground lay
them prone next to the terrain piece. This ends
their movement.

Example: Using the rules above, youll see


that a Wrecked Car, as described on page 12,
is Elevated, a Resource Hub, is Traversable,
and provides Heavy Cover.

Although they cannot climb, if an Elevated


terrain piece is no taller than a Walker model,
they can attack a Survivor occupying it in
melee. The Survivor can defend the top of the
scenery piece like a barrier, and the Walkers
will not gain Outnumbering bonuses they
will roll a single
each.

IMPASSABLE
This scenery may not be moved through or
over. Examples include high walls or tangles
of barbed wire.

BUILDINGS
To keep things simple, you may wish for
buildings to be locked and boarded up, so that
they are simply impassable for the purposes
of your game (during combat, theres no time
to break in). However, if you wish to have
buildings that you can enter, then buildings
can be defined using all of the terms listed
above in various combinations. For example:

RESOURCE HUB
This scenery may be allocated a supply
counter during scenario setup, as described
in the scenario rules. Examples include cars
and tents.

TRAVERSABLE

Scenery with this special rule may be climbed


over as part of a Survivors Move action by
making a Climb test (note that characters of
the Runner type are automatically assumed
to pass this test). They must have enough
movement to fit their base on the other side.

. On
To make a Climb test, simply roll
a , place the model on the opposite side of
the scenery piece (this is usually short edge to
short edge some Traversable terrain is long
and thin, and can obviously not be traversed
lengthways like a tightrope!). The model may
continue moving if it has movement remaining
(the width of the Terrain is counted as part of
the move).

Walls are Blocking and Impassable,


and the interior of the building will
always be a Resource Hub.
Flat roofs and Balconies are Elevated,
and can be accessed via stairs using
a models normal movement, or via
a ladder or other method using a
Climb action. These roofs could have
a low wall around the edge that would
provide Heavy Cover to Survivors on
the roof.
Doors are gaps in the walls that can be
moved through as normal.
Windows
are
Defensible
and
Traversable, like barriers. Models
that can be seen through the windows
would be in Heavy Cover.
The floors inside the building would
be considered open ground, with no
extra rules. Alternatively if the floors
were filled with a lot of rubble and
debris, they could be considered Area
Terrain.

In addition, buildings can be treasure troves


for the adventurous Survivor when a supply
counter is searched inside a building, draw
Supply cards instead of one (resolving
them one at a time in case of Incidents).

A blank on the Action Dice means the model


must remain in place, and its movement ends.
34

SCENERY POINTS
If you are using your own scenery collection
for your games, you will need some
guidelines for how much scenery to place
when setting up, as described on page 29.
To do this, you need to assign each scenery
POINTS
1
2

piece a value based on its size. This value


is referred to as its Scenery Points. A rough
guide is included below if you have more
unusual pieces in your collection that dont
easily fit these categories, then you should
agree with your opponent how many points
it is worth during the scenario setup.

EXAMPLES
Barrier (up to 4 long); Motorbike; Small Tent
Car; News-stand; Large Shed/Outbuilding; Large pile of crates; Dumpster

Large Truck or RV; Trailer; Small Wood (collection of trees up to 4 diameter); Shipping Container; Guard Tower; Articulated Lorry

Roadside diner; Forest (collection of trees up to 6 diameter)

Gas Station; Large Barn; Farmhouse

35

Advanced Rules - Custom Survivors


Ever wanted to create your own character
for The Walking Dead? Want to have your
very own avatar in the game? Or maybe
youve been playing a campaign and your
favorite model got killed, but you still want
to use it as someone else. If thats the case,
then these rules are for you!

Custom Survivor Summary


1. Faction
2. Character Type
3. Characteristics
4. Nerve

BLANK SURVIVOR CARDS

5. Health

You can download and print blank


cards from www.manticgames.com.

6. Pack Slots

These will allow you to design your own


characters, or even customize versions
of existing ones. When you choose your
Survivors characteristics, simply color
in the boxes for the dice with a marker,
as shown in the example. Likewise,
draw the outlines of the health tracker
to mark your Survivors health, and the
number of pack slots.

7. Special Rules
8. Leader Abilities
9. Points

BUILDING A SURVIVOR
The following rules will explain how to
create your character, step-by-step. You
will need to calculate the points value
as you go, so make sure to keep a note of
this as you complete each step. The points
value of your custom Survivor is obviously
really important to the game, otherwise
wed all just make unbeatable characters
to represent ourselves! These rules below
show you how to build a character, and
how each decision you make about their
strengths and weaknesses will affect the
cost.

You will need to write in the special


rules and leader abilities. The ones
available to custom characters are
included below, so you only need to
write down the name of the rule, and
refer to this section for reference.

Youll notice that some of the Survivors in


the game work out slightly different to the
points values here would indicate. As theres
no way of accounting for every possible
combination of characteristic and ability,
its hard to truly gauge the effectiveness of
a custom character, so these rules include a
slight premium. As a result, its best to only
use custom characters in friendly games in
which your opponent agrees to their use.

36

1.

Faction

4.

Every Survivors Nerve is assumed to start


at Low. You can increase the Nerve value at
the following cost:

If you like, you may choose a faction for


your Survivor at no cost.

2.

Character Type

You must choose a character type for


your Survivor: Bruiser, Marksman, Runner,
Support, or Tactician. There is no cost
difference between them.

3.

Characteristics

The three primary characteristics are


Melee, Shoot, and Defense. The Defense
characteristic must be assigned at least
one die, but you do not have to assign
any to Melee or Shoot if you dont want
to. You may never have more than three
dice of any color combination for a single
characteristic. The points for these dice are
listed below.
CHARACTERISTIC

DICE

Nerve

POINTS

Medium: +5 points
High: +15 points

5.

Health

A Survivor is assumed to start with 3 health


points. If you want more than that, you must
pay the associated cost, shown below. These
points arent cumulative just choose the
number you want and pay the listed cost.
No Survivor may have more than 8 health
points.
HEALTH

POINTS

+0

+2

+5

+9

+14

+20

3/3/5
MELEE

5/6/7
10/12/16
3/4/6

SHOOT

6/7/8
12/15/20
2/2/3

DEFENSE

3/4/5
7/10/12

Note that dice have three points values,


presented X/Y/Z. If you have just one die
in the chosen characteristic, pay the first
cost. If you have two, pay the middle cost for
both. If you have three, pay the third cost for
all three. This applies in any combination
so if you have two white dice and one blue,
you would pay the third cost for all of them
(for the Shoot value for example that would
be a whopping total of 36 points 8+8+20)!

37

6.

Pack Slots

8.

A Survivor is assumed to start with 1 Pack


slot. If you want more than that, you must pay
the associated cost, shown below. These
points arent cumulative just choose the
number you want and pay the listed cost.
No Survivor may have more than 4 Pack
slots.

If youd like your Survivor to be the Leader


of your group, then why not give them a
Leader ability? You may choose a single
ability from the list on page 41 at the
indicated cost.
If youre feeling really creative, and your
opponent agrees, you could even invent
your own special rules and leader abilities.

PACK SLOTS

POINTS

+0

9.

+1

When you have a final total, write it in the


Points box on the Survivor card.

+2

Personalizing Your Survivor

7.

Leader Abilities

Points

All thats left is to give your Survivor a


name and, if youre feeling artistic, sketch
a portrait of them in the space provided.
Once thats done, your Survivor is ready to
try their luck on a supply run!

+5

Special Rules

You may choose up to two special rules for


your Survivor from the list on page 40, at the
points cost indicated. This list represents
the most common universal special rules
in the game youll notice that many
Survivors have special rules that are unique
to them, and are not available here.
38

Quick (6 points): This model may perform


two Move actions in the same turn (if it has
the actions to spend), although it may not
Run twice.

CUSTOM SURVIVORS SPECIAL RULES


Adrenaline Junkie (6 points): This model
gains an extra Action each turn as long as
the Threat Level is High.
Athletic (8 points): This model may Run 10
instead of 8.

Safety in Numbers (2 points): This model


treats its Nerve as one level higher than it
actually is while its group contains more
members than the opposing group.

Scrapper (4 points): This model always


Disarm (5 points): After winning a combat, pushes back its opponents in a drawn

roll
. On a
, an enemy Survivor of
your choice from the same combat must
discard one equipped Weapon or Special
Item card of their choice.

combat, even when it is fighting other


Survivors and its side doesnt have the
Initiative.

Strong (4 points): If this model carries a


Bulky weapon, it only takes up one hand
slot instead of two.

Distract (4 points): When performing

the Make NOISE action, this model may


choose any point within 6 of itself (but not
another model) from which to create the
NOISE.

The Muscle (5 Points): If this model is on


the winning side in melee and chose to
attack, his side inflicts 1 extra point of
damage against the enemy.

Expert Shot (6 points): When this model


performs a ranged attack, the target model
gains no Defense bonus for Cover.
Level-Headed (4 points): This model, and
all friendly models within its Kill Zone,
may reroll the Panic Die. You must accept
the second result, even if it is worse than
the first.
Nimble (5 points): At the start of a Melee
this model may roll
. On a , the model
moves out of base contact and at least
1 away from all current enemies, by the
shortest route possible (moving through
models if necessary).

39

Unstable (3 points): At the start of each


of this models activations, before Panic
is rolled, roll one
. This is how many
actions the model may take this turn.

CUSTOM SURVIVORS LEADER ABILITIES

Master Strategist (10 points): Once per

game, roll
at the start of this models
activation. Distribute that many extra
actions amongst the Survivors in the group
yet to act (including the Leader). No model
may receive more than one bonus action.

Be More Afraid of Me... (8 points): Any


friendly model within this Leaders Kill
Zone uses the Leaders Nerve value
instead of its own, unless its own Nerve
value is higher.
Blaze of Glory (10 points, Marksmen Only):

Once per game, this model and every


Marksman in their group may perform a
free Ranged Attack Action during their
activation. Models still may not use the
same action twice in an activation, however.
This bonus action applies for only a single
Action phase if the extra Action is not
used, it is wasted.

Called Shot (5 points, Marksmen Only): If


the Leader spends one extra action when
making a ranged attack, all models in its
group that shoot at the same target this
turn add
to their ranged attack rolls.

Stay Calm! (8 points): When the Leader


performs a Hold Your Nerve Action, there
is no need to roll the Action Dice. Instead,
simply reduce the Threat Level by
points.
Confidence Booster (10 points, Support Only):

Merciless (5 points): As a special action, this


model may execute one friendly model
within its Kill Zone. Replace the target with
a prone Walker. All friendly models yet to
be activated will not Panic this turn.
Mind Games (7 points): Once per game,

the Leader may use this ability to steal


the Initiative from their opponent. If both
groups contain a Leader with this ability,
the Initiative may be stolen back again!

Respected (6 points): Once per game, roll

at the start of the Leaders activation.


Distribute that many extra actions
amongst the Survivors in the group yet to
act (including the Leader). No model may
receive more than one bonus action. These
actions are used as part of the models
activation as usual.

Smash n Grab (10 points, Runner Only):

Once per game, the Leader and every


Runner in their group may perform one
extra action during their activation. This
bonus lasts for only a single Action phase
if the extra action is not used, it is wasted.

Whenever this Leader uses their Support


ability to give a friendly model an extra
action, roll
. On a
, the target model
activates as soon as the Leaders activation
is complete, bypassing the usual turn
sequence.

Once per game, the Leader may issue an


Order to any Tactician in the group, not
just those in their Kill Zone.

Gung-Ho (7 points, Bruiser Only): This

Tactical Ops (10 points, Tactician Only):

Tactical Insight (3 points, Tactician Only):

ability may be declared once per game


when the Leader is engaged in Melee. The
Leader and every Bruiser in their group
gain
to their melee attack rolls until the
end of the turn.

Once per game, the Leader and every


Tactician in their group may perform one
extra action during their activation. This
bonus lasts for only a single Action phase
if the extra action is not used, it is wasted.

40

Advanced Rules - Campaign Play


While The Walking Dead: All Out War lends
itself well to one-off, nihilistic skirmishes,
for maximum fun why not try playing a
campaign with a group of friends?

WHAT IS A CAMPAIGN?
In its simplest form, a campaign is a series
of linked games, where players choose
a group and keep the same collection of
models from game-to-game. Campaigns
are normally organized in a basic leaguestyle system, so that each participant plays
one game in a single round, or campaign
turn, results are recorded, and then a new
round starts.
The really exciting thing about campaigns
is watching your group grow with
experience. With each victory, your
Survivors will improve their skills, and you
can earn points which can be spent on
recruiting new members of the group and
purchasing equipment.

Its highly recommended to structure a


campaign right at the start. Make a list of
players, and decide how many campaign
turns will be played. Even numbers of
players are best, otherwise someone will
have to play twice and count their best
result for the purposes of the ongoing score.
After each campaign turn is complete,
mark down the scores and adjust your

Group Name:
Survivor

There are two methods for working out


the ongoing scores and the overall winner.
The first is a simple tournament system,
awarding points for winning, drawing
and losing each game (3 points for a win,
1 point for a draw in which the Walkers
win and 0 points for losing). The second
system is to work out the current total value
of the group the number of points of each
Survivor and Equipment card in the group
at the end of the campaign turn. As groups
start with the same value in points, and will
grow at different rates during the course of
a campaign, this is a sure indicator of whos
doing the best. If theres a tie at the end of
the campaign, the top-placed players will
have to battle again to determine who is the
greatest Survivor!

CAMPAIGN ROSTER

WINNING AND LOSING

Player Name:

leaderboard as necessary.

To begin with, use the guidelines on page


28 to choose a group (including custom
survivors if you wish!). Everyone in the
campaign should have the same number of
points we recommend 150 points to start
with. Write the composition of your group
on a roster sheet theres one provided on
the next page that you can photocopy if you
like.
In addition, you should use the blank
Survivors cards detailed on page 36 for each
of your Survivors, as their characteristics
can change as the campaign progresses.

Points Total
(Survivors + Equipment):
Equipment Cards

41

Unspent Points:
Experience

on the die, ignoring any !. If this takes


them to zero, they are treated as if they
had been removed as a casualty.
2. For each model removed as a casualty
during the game (including any from
step 1), roll another
. The number
rolled is the number of health points
that are deducted from the Survivors
starting value in the next game note
this lightly on your roster in pencil.
3. If this die rolls a !, the Survivor may not
have escaped with their life.
a. A Bitten character that rolls a ! has
died, and it along with all of its
equipment are lost. Remove them
from your roster sheet. You may not
recruit the same character again
during the course of the campaign.
b. Otherwise, roll
. On a
the
character has survived, but on a
blank the character has died as
described above.

THE CAMPAIGN TURN


Each campaign turn starts with the players
pairing up and playing games against each
other. These could all be the standard The
Walking Dead scenario, or any other of the
players choice.
Once the games are over, each player must
complete the following sequence, and then
youre ready for your next game!.

Post-Game Sequence
1. Life and Death
2. Experience
3. Supplies

1.

LIFE AND DEATH

Of course, gaining experience all depends


on your survival. If a Survivor is removed as
a casualty during a game, it doesnt mean
theyre necessarily out of the campaign.
Perhaps they dragged themselves away
from the horde of Walkers at the last minute
and escaped, or maybe someone found
them and nursed them back to health.
Either way, theres a chance that theyll
remain part of your group for the next
campaign turn, although they cannot earn
any Experience.
As soon as the game ends, so that your
opponent can witness the results, you will
need to do the following:

If a character does not die, any Bites are


ignored and the health counter will be
flipped back over for the next game.
Perhaps it was all a mistake and the blood
wasnt theirs, or they manage to fight off the
infection long enough for one more battle.

Amputations
If a character permanently dies from a bite
as described above, they can be saved by
an emergency amputation if you wish. Roll
to see whether their arm or leg is affected
as normal (see page 46).
If a Survivor lives, but suffered an
Amputation either during or after a game,
they must miss the next campaign game
while they recover. Also, any effects to
their movement or hand slots are carried
forward for the rest of the campaign. Just
because they survived doesnt mean they
grow a new limb!

1. Roll
for every model that was alive at
the end of the game but had been Bitten
(i.e. their health counter was flipped
to show the red Bite icon). Reduce the
Survivors health by the number rolled

42

Loss of a Leader

3.

If your groups leader dies during the course


of the campaign, you must either nominate
another member of your group to be the
leader, or purchase a new leader using your
supplies.

Your group gains 10 points for each supply


counter it controlled when the game
ended. These points may be spent on new
Survivors from your miniature collection,
and/or new Equipment cards. During this
step you may also swap any items between
your Survivors. Any leftover points are
recorded in the Unspent Points section of
the roster sheet these can be added to
future gains, and spent at the end of any
subsequent campaign turn.

Retiring Your Group


Sometimes the losses sustained in a
campaign can be so heavy that theres no
coming back. Thats life in the harsh world
of The Walking Dead! In this case, if a player
wishes, they may simply retire their group
from the campaign. All of their points up to
that point are removed. In the next campaign
turn, they may start afresh with a brand new
roster at the starting points level, although
theyll have some catching up to do.

2.

SUPPLIES

EXPERIENCE

At the end of each game, any character


that was not removed as a casualty during
the game receives an Experience bonus
of one red die
, and increases their
points value by 3 points. This die may then
be allocated to any of the Survivors Melee,
Shoot or Defense characteristics, or may
be saved to spend on other improvements
later. Keep a note of these saved dice in
the Experience column on the Campaign
Roster.

UNDERDOG BONUS

After you have calculated experience


increases for your group, any Survivor may
exchange any two red dice (
) from
their characteristics or saved dice pool for a
single white ( ), or two white dice (
) for a single blue ( ), and these may be
allocated to their card as before.

Sometimes during a campaign youll


end up facing a group that has advanced
much faster than your own, and is worth
considerably more points than your group.
In these situations, we award the player
with the lesser value group an Underdog
Bonus.

Remember that no characteristic may


have a total of more than three dice (so, for
example, as Rick Grimes has a Melee of
to start with, you could never allocate more
than two bonus dice to his Melee).

For every full 15 points difference between


the two groups, the group with the lower
points value gains
, which it gathers
together into a pool. These dice may be
used during a game, and added to any
Attack or Defense roll you are required to
take. No more than one Underdog die may
be used on a single roll. Any dice not used
by the end of the game are lost.

In addition, you may exchange any three


dice to upgrade a Survivors Nerve by one
level (Low to Medium, or Medium to High),
or to learn a new Special Rule of your choice
(see page 40).
43

Credits
Painting: Dave Neild,
Steve Cornish, Death Ray Designs,
Knights of Dice

Game Design: Mark Latham


Editing: Stewart Gibbs, Matt Hobday
Playtesting: Kyle Cherry, Stewart Gibbs,
Matt Gilbert, Zak Gucklhorn,
Matt Hobday, Daniel King,
Fabian Krautkrmer, Ronnie Renton,
Jodie Rodgers, Nicholas Taylor Rowe,
David Wildey, Nick Williams
Graphic Design: Jay Shepherd,
Kev Brett

Photography: Ben Sandum

Skybound Entertainment
CEO: Robert Kirkman
President: David Alpert
Director of Business Development:
Shawn Kirkham

Component Art: Juan Diego Dianderas,


Andy Walsh

Business Development Coordinator:


Stephan Murillo

Sculpting: Juan Miguel Lpez Barea,


Ben Calvert-Lee, Duncan Louca,
MKUltra Studio, Sergi Torras

Skybound Games Coordinator:


Ben Kepner

The Walking Dead is 2016 Robert Kirkman. All Rights Reserved. The Walking Dead (including all
prominent characters) and The Walking Dead logo, are trademarks of Robert Kirkman, LLC.

44

Reference
KEYWORDS
Amputate: May be performed as a Special

Action when a Bitten friendly model is


within the Survivors Kill Zone. Target
friendly model loses
health points. If
they survive, flip over the health tracker
so that they are no longer bitten. In either
case, roll
. On a
, the model loses a
hand slot of the owning players choice, and
anything that was equipped in it. On a blank,
the target may not Run for the remainder of
the game. If a character suffers a second
amputation they are permanently out of the
game.

If you do not roll any !, the shot has gone


slightly awry.Your opponent may reposition
the Kill Zone template up to 3 away from its
original point. In either case, make sure you
keep a note of the ranged attack score.
Once the template is in its final position,
any model, friend or foe, even partially
touched by the template is hit with the
ranged attack. Every model affected must
roll its Defense separately, comparing it to
the attack roll.
NOISE or MAYHEM is calculated from the
center of the template, not the shooter.
If a piece of terrain is between the center
of the template and one of the affected
models, they will gain a Cover bonus as
normal.

Armor Piercing: The target must deduct one

die of their choice from their defense roll


when targeted by this weapon.

Assault: These weapons gain an extra


shot at ranges up to 6". So, for example, an
Assault, Multiple Shots (2) weapon would
allow two shots ordinarily, but three shots at
6" or less. An Assault weapon without the
Multiple Shots keyword effectively gains
Multiple Shots (2) at 6" or less.

Bulky: This weapon takes up both hand


Item slots when in use, but only one Pack
slot. Survivors with the Bruiser character
type ignore this rule.

Attachment (X): An item with this keyword


can be attached to an item of the type X,
and will no longer take up an item slot of
its own. It can be attached when equipped
or with a Swap Items Action, and removed
again with a further Swap Items Action.
Tuck it slightly under the attached card to
show it is attached.
Bludgeon: After winning a melee, roll
for each surviving enemy. On a
, the
enemy model is laid prone.
Blast: When performing a ranged attack

Deadly Precision: When performing a


ranged attack with this weapon, you may
spend one extra Action to aim, adding one
automatic ! to your ranged attack roll. A
Rifle with Deadly Precision will gain both
benefits when aiming.
Dual Wield: If your model has both hand item
slots taken up by weapons with the Dual
Wield keyword, they use both weapons to
unleash a flurry of blows. You must choose
just one weapon to attack with as normal.
However, the presence of a second Dual
Wield weapon allows the Survivor to reroll
one of the dice from the melee attack roll.
Handgun: Handguns may be fired at the
start of melee, as described on page 22.

with this weapon, you may target a point on


the gaming area within range, rather than
a model. Simply mark the point with a dice
or token.
Center the Kill Zone template on the target
and roll your ranged attack dice as normal.
If you score any !, the attack has hit, and the
Kill Zone stays exactly where you placed it.

45

Masked Scent: When a Walker would move


into base contact with this Survivor in the
Event phase, it stops 1 away instead. If the
threat level is Medium, the Walker stops
only on the roll of a
on the
. When the
Threat Level is High, this rule has no effect.

Sharp: When using this weapon, roll

This Survivor is never counted as the closest


survivor for the purpose of events.

after winning a combat with a melee attack


roll. On a
, your enemy loses 1 extra
health point.

Multiple Shots (X): The number in brackets


is the maximum number of shots this
weapon may fire as a single Action.

Shotgun: When firing at a range of 6 or less,


any model wounded by this weapon but
not killed is laid prone. However, Shotguns
cannot cause Headshots at ranges greater
than 6 any ! rolled when firing at a target
over 6 away are ignored.

The shots do not have to be allocated


against the same target. Instead, shots after
the first whether or not it was successful
may target any model within the Kill Zone
of the original target (as long as it is within
range of the shooter).

Stun: A Survivor wounded by this weapon

In Melee, Multiple Shot Handguns may be


fired several times as normal, but all targets
must be in base contact with the shooter.

but not killed is immediately laid prone. In


melee this effect may only apply to a single
enemy.

Unreliable: Roll after resolving each shot

One-Use: This item may only be used once, with this weapon. On a blank, the weapon

jams and may not be used for the rest of the


game.

and then the card is discarded.

Reliable: Reroll any ammo roll made by this

weapon.

Rifle: When performing a ranged attack


with a Rifle, you may spend one extra
Action to aim, adding
to your ranged
attack roll. Survivors with the Marksman
character type add
instead.

46

models, and blocks line of sight to prone


models.

TURN SEQUENCE (PAGE 10)


1. Action Phase (page 11):

1. Player with Initiative activates a


model. The model may perform up to
2 different Actions.
2. Opposing player activates a model.
3. Alternate until all models have been
activated.

2. Event Phase (Page 18):

1. Walkers will attack the closest


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

3. Melee Phase (Page 21):

1. If there is any melee, increase Threat


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

4. End Phase (Page 27):


1. Roll
for each prone Walker.
stands up, blank = no effect.

= it

= no
2. Roll for each Bitten model.
effect, blank = lose 1 health.
3. Resolve any end of turn effects.
4. Check scenario for victory conditions.
5. Pass Initiative counter to opponent.
6. Start a new turn.

Panic (Page 8)

Important: Check before activating


a model. If Threat > Nerve, model is
Panicking. Roll .
1. Flee!: Run 8 in a straight line, directly
away from the nearest enemy. Take no
further actions.
2-3. Terrified!: Only perform one Action
this turn.
4. Quiet!: Only perform one action this
turn, and it may not cause NOISE or
MAYHEM.
5. Scream!: Make NOISE, then take one
more Action. +1 Threat.
6. Berserk!: Act normally, and add to
melee attack. +1 Threat.

Shooter rolls dice from Weapon card and


models Shoot value.
Target rolls dice from its Defense value
and Armor cards if any, adding Cover if
appropriate:
o for each barrier passed over.
o for each car passed over.
Total

on both sides.

If the shooter has more , the target


loses health equal to the difference.
If the target has more or it is a draw, no
effect.
Resolve any NOISE or MAYHEM caused
by the shot.
Note: A Survivor may shoot into melee.
Roll before the attack roll to see who
= intended target, blank =
you hit.
target of opponents choice.

HEADSHOTS (!) (PAGE 14)


Against Survivors, each ! inflicts one
extra damage.
If the attack kills the Survivor, they are
removed and cannot come back as a
Walker.
Against Walkers, any ! will remove
the model permanently if it takes any
damage.
Any Survivor that rolls a ! with a Ranged
Weapon must then roll . = no effect,
blank = out of ammo the weapon
cannot fire until reloaded.
Only one ! may be allocated to each
model in melee.

NOISE AND MAYHEM (PAGE 7)

Important: NOISE and MAYHEM are


resolved immediately after any Action that
causes them, before other Actions.
NOISE: Closest eligible Walker within
10 moves towards the NOISE.
MAYHEM: Add 1 to the Threat Level,
then all eligible Walkers within 10
move towards the MAYHEM.

OTHER ACTIONS (PAGE 16)

ACTIONS (PAGE 11)

Move
Shoot
Search
Hide
Stand Up
Hold Your Nerve
Swap Item
Make NOISE
Special Action (from cards etc.)

MOVE (PAGE 12)


MAX
DISTANCE

Attack Roll

ADDITIONAL
EFFECTS

SNEAK

4"

None

RUN

8"

creates NOISE

Climb Test: Roll . = success, blank


ends Move. Runners pass automatically.

SHOOT (PAGE 13)

Important: A model may only shoot if it


has a Ranged Weapon.
Line of Sight: Drawn from center of
shooters base to center of targets base.
Models block line of sight. Scenery
provides Cover (see below) to standing

Search: Take one supply counter in


base contact.
o Neither the counter nor the
searching model may be touching an
enemy.
o Draw top card of Supply deck unless
SEARCHED side is showing.
o Resolve Incident! cards
immediately, otherwise take
equipment.
Hide: Lay the model prone.
o Model must be in contact with
scenery and have no enemies in their
Kill Zone.
Stand Up: Stand a prone model upright.
Hold Nerve: Roll .
= reduce Threat
Level by 1, blank = no effect.
o Cannot be done if model is
Panicking.
Make NOISE: Model makes NOISE.
Swap Items: Model may move items
between slots, and give items to friendly
Survivors in its Kill Zone.

MOVING WALKERS (PAGE 19)


An eligible Walker is one that is

standing and unengaged.


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

RESOLVING MELEE (PAGE 22)

Handgun Attacks: Models with a


Handgun may fire it in melee before
rolling. Resolve this like a Shoot Action
MAYHEM occurs as normal. If the
shooter is still in melee after the shot, it
may only defend.
Attack/Defend: Survivors choose to
attack or defend, rolling their Melee or
Defense dice respectively.
o Player with Initiative decides first.
o All models on the same side do the
same.
o Models with no Melee dice must
defend.
o Walkers always attack.
Bites: If Walkers cause damage and roll
any !, the Survivor is bitten turn over its
Health counter.
Prone Combatants: Prone models may
only defend. If they take damage, they
are permanently removed.
Barriers: A Survivor fighting an enemy
on the other side of a barrier gains a
bonus if it defends.

Melee Roll

Each side adds up all dice from Melee


or Defense values and any equipment
that grants extra dice, rolling them
together.
on both sides. The side with the
Total
most is the winner.
o In a draw, Survivors beat Walkers,
and the player with Initiative beats the
opponent.
All models on the losing side are
pushed back 1.
If the winners were attacking, the losing
side loses health equal to the difference
in rolls, distributed as the winning
player chooses.
If the winners were defending, there is
no effect.

Going Solo

The single player always has Initiative


and any reference to either the player
or the opponent refers to the single
player.
Increase the Threat by 1 at the end of
each turn.
Any Event cards referring to a
direction of the players choice move
Walkers towards the nearest Survivor
instead.

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