Documente Academic
Documente Profesional
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By Mark A. Latham
Welcome to the Walking Dead: All Out War playtest rules!
This is your chance to have a say in the final gameplay any and all
feedback is welcome and we will take it all into account before finalising
the game.
The core rules are complete, but we still have the graphical elements to
finalise such as the diagrams, so it will be useful to hear your thoughts on
where these would be helpful to you.
All feedback can be provided here:
http://vb.manticforum.com/forum/mantic-games/generaldiscussion/269898-the-walking-dead-all-out-war-playtesting-feedback
We will check in regularly and incorporate the comments, and reply to
any questions you may have.
Happy Gaming!
Mantic Games
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The world of commerce and frivolous necessity has been replaced by a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.
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.
Game Overview
Going Solo
Cards
5. Characteristics
Component Overview
1. Name
Each card will have a name to
identify it. Most cards will be unique,
but there will be some duplicates.
6. Health
The health store represents how
tough a character is, and varies from
Survivor to Survivor. Each number
represents a single point of health,
and this can be depleted during a
game. It is tracked using a health
counter.
2. Type
This is a keyword that has no direct
function of its own, but will interact
with certain other rules used in the
game.
3. Faction Symbol
This symbol denotes which faction
the Survivor belongs to. See page 27.
4. Points Value
Survivors, Walkers and Equipment
are all assigned a points value,
representing their comparative
worth in a fight. These values are
4
7. Keywords
Some items will have keywords
listed in bold on their cards. These
keywords reference universal special
rules that can be found on page 32.
8. Special Rules
This section will detail any additional
qualities or special actions that apply
to this character or item, if any.
9. 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 used when the model is
nominated as your groups Leader
(see page 28); otherwise it is
ignored.
Dice
The game includes various different
coloured dice, and these will be
referenced throughout the rulebook
and the cards using these symbols:
Measuring
Other Components
MAYHEM
NOISE
When NOISE is caused, the closest
eligible Walker at least partially
within 8" of the source of the NOISE
immediately moves in a straight line
directly towards it (see Moving
Walkers on page 19).
If the movement brings them into
base contact with a Survivor, they
are engaged in melee.
In this way, Walkers are pulled
around the gaming area towards any
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Panic Check
Setting Up
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 27 to gather your
chosen force.
3. Establish Play Area: Lay out
the gaming mat 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
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10
Panic Check
Actions
Unless it is engaged in melee or has
failed a Panic check, when activated,
a Survivor model can perform up to
two different actions from the list
below, in any order.
Move
Shoot
Search
Hide
Stand Up
Hold Your Nerve
Swap Item
Make NOISE
Special Action
Prone Models
Move
MAX
ADDITIONAL
DISTANCE
EFFECTS
SNEAK
4"
None
Creates
RUN
8
NOISE
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Shoot
If a Survivor has a Ranged Weapon
Equipment card in their hand, 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 range and line of
sight.
Range
Range is measured from the edge of
the shooters base to the nearest
edge of the enemys base.
Unless specified on the card, all
ranged weapons are assumed to be
able to shoot up to 24.
Line of Sight
To check line of sight, simply draw
an imaginary straight line from the
13
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 26).
Headshots (!)
Survivor Dice and Veteran Dice have
a Headshot (!) 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 Headshot symbols, youve
caused critical damage against your
target.
Against Survivors, every Headshot
symbol increases the number of
health points lost by the target by 1.
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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. All the shots must be
taken against the same target.
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.
Out of Ammo!
If the ranged attack roll includes one
or more blanks, 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.
Other Actions
Search
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.
Hide
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).
Stand Up
A prone model may Stand Up by
spending an Action. Stand the model
upright, and it may then act
normally.
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Swap Items
This Action allows a Survivor to
rearrange the Equipment cards they
are currently carrying, moving
weapons, armour and items from
their pack to a usable Armour 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.
Make NOISE
The Survivor jumps up and down,
waves their arms about and shouts
to attract attention. The model
makes NOISE (see page 7).
Special Action
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.
The use of a special Action
constitutes a single Action, unless
otherwise specified.
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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.
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20
Splitting Combats
21
Resolve Melee
To make a melee attack, a player
must roll the number and type of
dice specified by their models
Melee characteristic, adding any dice
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.
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.
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Headshots in Melee
Walkers Outnumbering
Lone Walkers are slow and lethargic,
and dont pose much of a threat, but
in groups they become more
animated as they smell fresh meat,
and 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 Walker rolls 3, and so on,
up to a maximum of 5.
Bitten!
Whenever a Survivor loses one or
more health points to an attack by
Walkers but is not removed as a
casualty, the player rolling for the
Walkers must roll . On a blank,
there is no further effect. On a
however, you must immediately 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 26.
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.
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
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Defending Barriers
Any model in base contact with the
long edge of a barrier is in melee
with any enemy on the other side of
the barrier (touching the opposite
yellow border).
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 that it is
in contact with. The prone model
may not attack back, but may defend
(even if it is a Walker). If the attacker
beats the defence roll of the prone
model, the prone model is removed
from play immediately.
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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 bitten during the game. On
a , there is no effect, and the
Survivor shrugs off the injury for
now. On a blank however, the
Survivor loses 1 health point
immediately. 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.
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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.
Group Limits
There are a few limits and
restrictions to what you can select.
Each group must abide by the
following rules:
Character Types
Each Survivor card will list a
character type. This feature serves as
a handy indicator of your Survivors
specialisms and group composition.
If you have lots of Bruisers, for
Issuing Orders
All Leaders have a special rule that
allows them to issue orders to
friendly models, potentially granting
them extra actions for the turn.
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Scenarios
Games of The Walking Dead: All Out
War Miniatures Game are structured
around scenarios, which provide a
variety of gaming set-ups, special
deployments and victory conditions.
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.
GAMING AREA
20" square
40" x 20"
1. Scenery
Survivor Groups
Barriers must be placed outside the
Walker zone, and may not be placed
within 2" of any other scenery piece.
2. Walkers
You will need a number of Walker
models chosen to the same points
limit as the game, rounding fractions
up. Walkers are 15 points per model,
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.
Setup Initiative
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, described below.
Setup Instructions
Game Length
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.
3. Supplies
The players must place nine supply
counters on the board as follows:
Victory Conditions
The aim of the game is to collect the
most resources. The size of the game
you are playing determines the
number of supply counters needed
to win.
GAME SIZE
Up to 100
points
101-250 points
251+ points
COUNTERS
5
6
7
4. Survivors
If, at the end of a turn, one group
acquires the required number of
supply counters, that side wins. If
nobody has claimed the requisite
number of supply counters by the
time the Threat Tracker reaches
maximum, the player with the most
at that point is the winner. If both
players have the same number of
counters, the game is a draw.
31
Reference
Ranged Weapon Keywords
32
Other Keywords
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.
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