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THE WALKING DEAD: NO SANCTUARY

SETUP – BASE GAME


1. Choose scenario and place Scenario Sheet on setup side up
2. Set up the Group Sheet with Morale and Threat tokens
3. Prepare Token Pools and Dice
4. Choose Survivors:
a) Use Survivor (non-ally) side of Survivor Sheet (see “Allies” if using ally)
b) Place 5 survivor tokens next to Survivor Sheet and 1 next to Group sheet
c) Shuffle your deck
5. Prepare Search Card deck:
a) Form one deck by combining N cards of each type as indicated on the Scenario Sheet
b) Then shuffle and split into [N piles] and do Objective step
6. Prepare Objective Cards:
a) Shuffle the cards indicated on the S.S. then shuffle 1 into each Search deck created in previous step
b) Then place a Search deck on each search location
7. Prepare Event Card deck:
a) Gather the deck of each Event type listed and shuffle all these cards together to form a single deck
8. Follow Special Setup rules as per Scenario Sheet (Walkers, starting spaces, etc.)
a) Flip Scenario Sheet and place group marker on objective 1 and locks on the other objectives
9. Determine Leader randomly
10. Draw 3 cards and take 1 Trust

GENERAL REMINDERS
 A single Building = 1 or more Spaces grouped together and surrounded by Walls (orange lines).
 Range and Line of Sight = Range is unlimited unless a card says otherwise. Measure LOS from center to center;
may not cross Walls (orange lines); except shooting out of building.
 Dice Pool: take +1 Stress Die for each Stress Token and if at least 1 Walker in space.
 You must have at least 1 Trust for another player to trigger your Survivor Ability via Survivor Token.

ROUND SEQUENCE
A. Planning Phase:
1. Each player draws 1 Survivor Card from his/her personal Survivor deck.
2. The Leader then draws 2 Event Cards, choosing 1 to play and 1 to Neglect and discard.

B. Survivor Phase:
1. Starting with Leader: MUST play 1 Survivor card (DEFIANT causes Leader 1 Stress/1 Trust).
2. MAY then perform 1 Maneuver AND/OR 1 Action in any order:
a. Basic action (possibly with Exert Bonus from played card)
b. Card action
c. Basic maneuver
3. See ALLIES below. May also cause Leader 1 Stress.

C. Event Phase:
1. Special Rules: Strangers, Rivals, and any other special scenario rules
2. Event Step: If the Active Event has no Survivor Tokens on it, the Leader suffers 1 Stress

D. Walker Phase:
1. Corpses reanimate into knocked-down Walkers.
2. Each Ready Walker activates as per below.

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THE WALKING DEAD: NO SANCTUARY

OVERRUN: Ready Walkers and human figures (Survivors, Strangers, or Rivals) in same space
a. Each Survivor:
 Must Exert X = number of Ready Walkers in space
 Then knock down each Walker in the space (to show been activated)
 Players in same space may choose to divide the Exert X among one another
b. Each Stranger:
 Knocked down = immediately defeated => resolve Group Tension
 Ready = knocked down. If Survivor(s) present, that Survivor(s) Exerts as per a. above (group may divide)
 Then knock down each Walker in the Space (to show been activated)
 Knocked-down Strangers do not stand back up until Rescued (see below)
c. Each Rival:
 If no other human figures in space, each Rival defeats 1 Walker (Ready Walkers first)
 Then any remaining Ready Walker defeats 1 Rival
 Finally, all remaining Rivals and Walkers are knocked down (to show been activated)
 A Rival figure is only affected by Walkers if no other type of human figure is in its Space
SWARM: Walkers adjacent to human figures
d. Ready Walkers move into space. If more than one target space, use current Map card direction.
 See Barricades below
e. Then knock down each Walker (to show been activated).

SHAMBLE: Walkers with no human figures nearby


f. Move 1 space towards nearest human. If choice of direction, use current Map card direction.
g. Then knock down each Walker (to show been activated).

3. Ready Walkers: All knocked-down Walkers are stood up.


4. Flip and Spawn New Walkers per Threat Track:
a. If YELLOW space, flip Map card and spawn REGULAR Walker.
b. If RED space, flip Map card and spawn SPECIAL Walker.
c. Shift Threat track to left for each Walker spawned and repeat as necessary until 0.

E. Objective Phase:
1. Resolve each effect of the Active Objective Step.
2. Move forward if able; activate one-time Objective Step immediate effect.
3. The Leader MAY pass the Leader token; MUST pass if fully Stressed.

Action Dice Resolution


 Exert bonus on card converts all exerts to successes
 You may convert any Focus dice to successes with a Focus token
 Apply successes as you wish
 Resolve Stress Dice:
o Threat symbol moves Threat Track up one each
o Fear symbol invokes the fear effect of the card you played this turn
 Lastly, any leftover Focus dice may be used to gain Focus

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THE WALKING DEAD: NO SANCTUARY
Barricades
 May only be placed along walls; each wall can hold up to 3 max.
 If number of Walkers does not exceed barricades, the Walkers are knocked down.
 If number of Walkers exceeds, remove 1 barricade. If more barricades remain, Walkers are knocked down;
otherwise they move into the space normally.
 Do not affect human figures.

Survivor Tokens
Your cards will instruct you to a) place them on map or b) give them to other players or c) gain them. Then they are
discard as instructed by cards or special Survivor Ability (if you have at least one Trust) to use them.

Allies
 One player controls the ally. The ally takes their turn immediately after controlling player.
 An Ally’s Approach matches the controlling Survivor’s Approach (unless changed as per below).
 Allies use either basic the Actions/Maneuvers or special ones on Ally Sheet. Controlling player chooses.
 When activating an Ally, the Action listed on the Ally Sheet matching the controlling player’s Approach is available
to that Ally. However, if the Ally spends 1 Trust, they may choose a different Special Action (and presumably
Approach is changed as well).
 Allies do not give out survivor tokens (because you don't use their deck of cards).
 Each time an Ally Exerts, that Ally instead gains 1 Exert Token (regardless of the Exert value). Discard 1 when
healed (regardless of Heal value). If Ally gets 3rd Exert token, Game Over, Man!

Effect of Resolving Group Tension


 Reduces Morale by 1 unless EACH Survivor discards 1 Trust from his/her personal supply. Discarding Trust is
optional, and the Leader resolves any disputes.
 A single negative effect can only trigger one occurrence of Group Tension, regardless of how many conditions
could not be fulfilled.
 If a game effect specifically reduces Morale, this is not considered Group Tension and players cannot cancel that
Morale loss by discarding Trust.

Rivals
 In setup, put out Rivals sheet and Activation card “Active” side faceup (unless otherwise directed)
 In Event Phase, Rivals will activate the action on their player sheet corresponding to the card color that the
Leader played that turn.

Strangers
 In setup, put out Strangers sheet and Activation card “Active” side faceup (unless otherwise directed)
 Introduce a new BASIC action "Rescue (interact)" whereby you can rescue a stranger and/or place a Focus token
on the Strangers player sheet which the players can then use. See Stranger Sheet.
 The Strangers Activation Card is used to place new Strangers on the board. Players perform each step of the
Strangers Activation Card, in order, during the Special Rules Step of the Event Phase.
 Rescued Strangers go in the Rescue Pool space on Strangers Sheet.

Objective Cards
 If an Objective Card that is drawn is linked to a locked Objective Stage, it is considered locked and placed back on
the Search deck face up, with a Lock Token placed on top.
 A Search deck with a locked Objective Card cannot be interacted with. (Survivors must draw from the other
Search decks for the required Objective.)

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THE WALKING DEAD: NO SANCTUARY
 When an Objective Stage linked to an Objective Card that’s face up on its Search deck is unlocked, the Lock Token
is removed and that card is available to be acquired by a Survivor.

When to Resolve Group Tension


 Survivor or group required to suffer/discard/place a component (Resource, Walker, Trust, etc.) and is unable.
 Survivor cannot suffer 1 or more Stress due to maxed out.
 Stranger is defeated.

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