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GLE Wo Gultd EXPANSION “We've worked too hard to build what we have here, and I'll be goddamned if I'm going to let anyone take it away from me! First we need to find them. The prison they live in could be five miles away, ort could be fifteen. This is not going to be easy. But it will get done — They will be punished. Of that you can be sure” | Welcome to The Walking Dead: Made to Suffer. In this set you will find a selection of new Survivors and Equipment cards with which to recreate the ongoing struggles of Rick Grimes's group, and their ill-fated encounter with the tyrannical boss of Woodbury — the Governor. The set also includes new characters, equipment, supplies, events and scenery to expand your regular games, To use the contents of this expansion you will need a copy of The Walking Dead: All Out War core set. NEW RULES The following rules are additions to those found in the All Out War core set or in some cases modify standard rules. Where there is any contradiction between a core rule and a rule found in this expansion, the expansion takes precedence. NEW ACTIONS The following Actions are presented in addition to those on page 11 of the All Out War core set. They follow all of the usual rules for Actions. Open/Close This expansion the beginning of the game, oor Counter some doors are closed as specified in the scenario, and should have a door counter placed over the opening. A model can pass through an open door without penalty, but closed doors are Blocking and Impassable. A model in base contact with a door may Open or Close it as an Action. NEW KEYWORDS Smoke: When performing a ranged attack with this weapon, you may target a point on the gaming area within range, rather than a model. Simply mark the point with a die or spare token. Center the Smoke template on the target and roll your ranged attack dice as normal. If you score any !, the attack has ‘hit’, and the template stays exactly where you placed it. If you do not roll any !, the shot has gone slightly awry. Your opponent may reposition the template up to 3” away from its original point, The template remains in play and is treated as Blocking and Area Terrain, providing Heavy Cover to those inside it, At the start of each Action phase, it creates NOISE. At the end of the turn, roll @ for each Smoke template in play. On a @, the Smoke template remains where it is. On a blank, it is removed. SPECIAL OBJECTIVE “In this expansion’s Supply deck you will find a card marked as a Special Objective. src oe This should not be included in the regular Supply deck, and Ifa Survivor that finds the Special Objective does not have room for it, or does not want to pick it up, they must place the card back on top of the deck rather than discarding it. Ifa model carrying this card is killed, place it at the side of the board near its dropped supply counter, It can be picked up again by Searching that counter as normal. NEW SCENERY The scenery in this expansion uses the Advanced Scenery rules from page 33 of the All Out War rulebook. Below, you will find details of how to use the new scenery ‘pieces in your regular games. Houses The houses printed onto the gaming mat in this set have detailed interiors, allowing you access inside. + Scenery Points: 4 + Special Rules: + Rooms; Resource Hub + Walls:Blocking, impassable + Windows: Cover (Heavy), Defensible, Traversable + When a supply counter is searched inside a building, draw @ Supply cards instead of one, resolving them one at atime. You can use this mat for town-raiding scenarios in your regular games, placing supplies in the rooms rather than cars. Special Objective Rooms Certain scenarios require the Infirmary and Trophy Room, overlays which are used to modify the interiors of specified Buildings. Lamp Post Working lights are a rare luxury in these dangerous times, but they're a perk of Woodbury's relative safety and veneer of civilization. + Scenery Points: 1 + Special Rules: Light Source + Note that Lamp Posts are not Blocking or Impassable and can be both seen and moved through. The Tank The crowning glory of the Governor's vehicle collection, this tank provides serious cover. It is assumed to be locked up and stationary for a typical game. + Scenery Points:3 + Special Rules: Blocking, Elevated, models on top of the tank are in Cover (Heavy) Walker Stake The Governor's _ sadistic lackeys line their fighting arena - and some of their off- limits areas - with large stakes, to which Walkers are tethered. + Scenery Points: 1 + Special Rules: Impassable, Tethered Walker Barriers MOVING IN AND AROUND BUILDINGS When using buildings with accessible interiors, there are a few additions to the standard rules: + When inside, Walkers do not stop moving when they hit a wall. They will hit the wall, and then continue moving around the wall towards their target via the shortest possible route, up to their full 6" movement. Rick has made NOISE. The closest Walker in the nearby room starts ‘directly towards 1 normal. it hits the w of stopping it will continue walking around the wall, trying to reach Rick by the shortest possible route, until it has moved its full 6". + Note: When using buildings, the shortest route from outside to inside or vice versa will be the nearest door. Once a moving Walker has hit a wall, any further movement towards a Survivor on the other side will be towards the door. + When inside, Survivors must use teamwork to safely maneuver through the corridors. Survivors may move through friendly unengaged Survivors. In addition, friendly Survivors do not block line of sight if they are in contact with the shooting model. NEW SCENERY SPECIAL RULES The following special rules are in addition to those provided on page 33 of The Walking Dead: All Out War rulebook. Collapse! If at any point three or more Walkers are in contact with the same scenery piece with this rule, the scenery piece is removed from play. If you wish, you could also assign the Collapse! rule to other similar scenery pieces used in your regular games. Light Source When the Night Fighting rules are in effect (see right), any model within the Kill Zone of a Light Source can be seen normally, even if they lie outside the reduced 8" range. Tethered Walker During scenario setup, when scenery is | placed, put a Walker onto each Walker Stake in play. During the game, unless the tules state otherwise these Walkers cannot Shamble away from the Stake, and can never be selected as an eligible Walker to move. However they follow the Kill Zone rules as normal. If the Walker is not removed after any resulting melee, it is returned to its position in contact with the stake in the End Phase, prone if appropriate. NEWEVENTAND SUPPLY CARDS This expansion contains extra Event and Supply cards. These are shuffled into the decks from the core game where mentioned in the scenarios. If your opponent agrees, you can alSo, shuffle them into the decks in your regular games as well, to represent fighting at night orinside buildings. NARRATIVE CAMPAIGNS The following set of scenarios recreate the story of the Atlanta group's contact with the Governor, and the fight that followed. ‘This campaign comprises seven scenarios, designed to be played by two players each. They are best played in order, to retell the story of the battles in and around Woodbury. PARTICIPANTS Each narrative scenario lists the Recommended Participants - the Survivors that actually took part in the action in The Walking Dead storyline. A lot of these participants can be found in the All Out ‘War core set, and in this expansion. The Leader of each group is marked (L) in the scenarios where appropriate. However, one box could never hold the huge cast of characters from the story, which means some of the recommended participants are found in separate booster packs, available from Mantic. If you do not have all of the Survivor models and cards required, never fear! In each scenario you will find a set of guidelines for Alternative Participants - this section will detail how to play with Survivors of your own choosing. STORY MODE When playing a narrative campaign, the results of each scenario impact the next - the better you do in one game, the better chance you'll have of victory in the next one, or so the theory goes! Each scenario will include the ‘Story Mode’ header. This will tell you how the results of the previous game affect the current one. This will often relate to the number of supply counters collected in the previous scenario, so make sure to keep note of this number before you clear away the game. Character Deaths and Injuries Ifa Survivor is removed from play during a scenario, but is required for a later scenario in the campaign, roll ( to see the extent of their injury. The result is the number of health points that are deducted from the Survivor's starting value in the next game. If a Survivor undergoes an Amputation during a game, then the penalties carry over to subsequent scenarios. GAME LENGTH Unless stated otherwise in the scenario, these games last until one of the Victory Conditions has been met, or at the end of any turn in which the Threat Tracker is at Maximum Threat maximum, CHAPTER 1: THE ARENA After finding the seemingly civilized town of Woodbury, Rick, Michonne, and Glenn are led to the Arena, Here they witness first-hand the brutality of the Governor's regime. SURVIVOR GROUPS Recommended Participants + Player 1 + Harold Abernathy + Up to 25 points of equipment + No Ranged Weapons + Player 2 + Eugene Cooney + Up to 25 points of equipment + No Ranged Weapons Alternative Participants + Both Players + Equal point limit + One Survivor + No Ranged Weapons STORY MODE Safety Behind Bars If you also own the Safety Behind Bars expansion, then you can link the scenarios from that box to the ones in this book to make a continuous narrative! Simply apply the’ Character Deaths and Injuries rules from page 5 to Safety Behind Bars Chapter 7; Down in Flames, and continue onto Made to Suffer Chapter 1: The Arena. SETUP INSTRUCTIONS 1. Scenery Marka circle with a diameter of 12". On the perimeter of this circle, place six Walker Stakes as equidistantly as possible. Place a Walker onto each Walker Stake. No model may leave this area during the game. 2. Supplies There are no supply counters in this scenario. 3. Walkers There are no other Walkers in this scenario. 4. Survivors Roll @ to determine who deploys first (one player chooses blanks, the other chooses. ®). Survivors must deploy within 2" of the center point of the board, not in contact with each other. SET THREAT LEVEL Position the Threat Tracker to one side of the board, and point the arrow towards position 1. SPECIAL RULES Events No Event Cards are drawn this scenario. Instead of drawing a card, roll @ . Advance the Threat Tracker by that many points. Special Actions In this scenario there are some new Actions available to both players: Boast: The Survivor shows off to the crowd - roll @ for each point of damage the Survivor caused in the previous turn. For each @, choose a tethered Walker — the organizers will loosen its chains and it will Shamble towards the nearest Survivor. Break Away: This Action may be taken when in contact with a single enemy (even if prone). Roll @. On a @, move your Survivor 1" directly away from their opponent, This may not be used to Break Away from multiple opponents. Cut it Loose!: The Survivor attempts to free a tethered Walker within its Kill Zone - roll @ . Ona @ remove the Walker Stake. The ‘Walker acts like a normal Walker for the rest of the game. Recover: The Survivor backs away to catch their breath — restore 1 health point and then move up to 2". Shove: The Survivor pushes an enemy away - choose an enemy model in your Kill Zone, and roll @.Ona @, move it directly away up to 3". Give it Some Slack! As the fight progresses, the fight organizers spice things up! Once the Threat Level reaches High, all tethered Walkers Shamble towards the closest Survivor at the start of the Event phase, not just those with a Survivor in their Kill Zone. As normal, the Walker is returned to its stake in the End phase, unless it has been removed from the board. VICTORY CONDITIONS Aplayer wins by removing their opponent's Survivor as a casualty. The game ends immediately as soon as this objective is achieved. If the Threat Tracker reaches maximum before the above objective is achieved, the game is a draw. _* Michonne, Rick, and Glenn start this CHAPTER 2: ESCAPE FROM WOODBURY Realizing just how cold-blooded the Governor has become, one of his trusted guards, Caesar Martinez, turns his back on Woodbury. He helps Rick's group escape under cover of darkness, bringing with them some invaluable new recruits. SURVIVOR GROUPS SETUP INSTRUCTIONS Recommended Participants + Player 1 + Group A + Rick Grimes, Disfigured but Determined + Dr. Stevens + Alice + Group B + Martinez () + Glenn, Prison Guard + Martinez may take up to 60 points of equipment. Glenn is wearing Riot Gear and a Riot Helmet. + Group C + Michonne, Wandering Nomad + Player 2 + Gabe Harris (1) + Bruce Cooper 1. Scenery + Curtis F ; Set up the 20" x 20" Woodbury gaming mat. ae Points of equipment per Gy eriay the Infirmary objective marker in Building B, as shown. Place a line of barriers : me 3" from the escape edge. Alternative Participants Starting with the player with Setup + Player 1 Initiative, take it in turns to place four Lamp * Grow A Posts at the sides of the street, and two Cars + _78 pomtlimit anywhere on the board, but not within 2" of a oe another car or building. + 75 point limit + Group C Place door counters over the entrances to + 180 point limit the rooms containing Player 1's models. + One Survivor Then, take it in turns to place the remaining + Up to 80 points of equipment door counters over any doorways on the for a single Survivor in Group B. board. These doors will all start the. game Otherwise Player 1 may take no closed. equipment + Player2 ; + 150 point limit 2 Supplies Take it in turns to place one supply counter STORY MODE in each Car and the remaining seven in separate rooms in Buildings B, C, and D, at least 3" from each other. _ scenario with one fewer health point than usual, cumulative with the usual Story Mode penalties ifapplicable. 3. Walkers No Walkers are placed at the start of this scenario. Whenever MAYHEM is caused, a Walker enters play, at the point on the escape edge closest to the source of the MAYHEM, outside of any Survivors’ Kill Zones. Any Walkers that enter play during the game must do so from the Escape Edge. All other rules for Walkers entering play apply. 4, Survivors Player 1 places Group A in the Infirmary, and then places all models from Group B in contact with the board edge, within 3" of the corner shown on the map. Group C is placed in the large room in Building C. Player 2 places their models within 2" of the center point of the board. SET THREAT LEVEL Position the Threat Tracker to one side of the board, and point the arrow towards position 1 SPECIAL RULES Events and Supplies Put the Night Fighting Event card into play at the start of the game. Add the Dawn Breaks, Lurkers in the Dark, Places to Hide and Siren! cards to the Event deck. Shufile the Made to Suffer Supply cards into the Supply deck. Prisoners Player | may not activate any models or use any abilities from Group A or C until the doors to their respective rooms have been opened. Sentry Duty Player 2's models may only perform Sneak Actions and may not climb through windows until the alarm has been raised. Raising the alarm is an Action that can be taken by one of Player 2's Survivors only if one of the following criteria has been met: + An enemy Survivor is in line of sight and not in Cover. + NOISE or MAYHEM has been created within 8" in the current turn. + The Threat Level is High. VICTORY CONDITIONS Player 1 wins immediately if at least three Survivors, including Rick or Glenn, escape off the Escape Edge, and the model in Group C escapes off its designated Escape Edge. The game is a draw if Player 1 moves at least three Survivors off the Escape Edge, but cannot move Group C off its Escape Edge for any reason. Player 2 wins by preventing Player 1 from achieving their objectives, or if the Threat Tracker reaches maximum before Player 1 has won or the game is drawn, CHAPTER 3: OUT FOR REVENGE Having suffered greatly at the hands of the Governor, Michonne refuses the opportunity to escape with the others. Instead, she sneaks back into Woodbury with the aim of exacting her revenge, and reclaiming her swor SURVIVOR GROUPS Recommended Participants + Player 1 + Michonne, Vengeful Hunter + Up to 20 points of equipment + Player 2 + Brian Blake, The Governor (L) + Gabe Harris + Up to 40 points of equipment + Nomodel may take a Katana Alternative Participants + Player 1 + 65 point limit + One Survivor + Player 2 + 130 point limit + 2-3 Survivors + No model may take a Katana STORY MODE Michonne may take an additional 5 points of equipment for each supply counter she was personally carrying at the end of Chapter 2. Whichever of Eugene Cooney or Harold Abernathy won Chapter 1 (if either) may be included in Player 2's group, with up to 28 points of Equipment. SETUP INSTRUCTIONS 1. Scenery Set up the 20” x 20” Woodbury gaming mat. Place the Trophy Room in building A. Starting with the player with Setup Initiative,- >» take it in turns to place two Lamp Posts at the sides of the street, and two Cars and “three Barriers anywhere on the board, but Rot within 2” of another scenery piece. go Sle aad Place a door counter over the entrance to the Trophy room. Then, take it in turns to place the remaining door counters over any doorways on the board. These doors will all start the game closed. 2. Supplies Place one supply counter in each Car, and the remaining seven in separate rooms in the Buildings except the Trophy Room, at least 3" from each other. 3. Walkers No Walkers are placed at the start of this scenario, though they may enter play as normal. Whenever MAYHEM is caused, a Walker enters play, at the pointon the board edge closest to the source of the MAYHEM, outside of any Survivors’ Kill Zones. Z i: 4. Survivors Player 1 places their model in contact with the board corner as shown on the map. Player 2 places the Governor (the group Leader if using alternative participants) and his niece Penny (a Walker) in the Trophy Room, not touching the door, and all other Survivors in contact with the board corner shown on the map. SET THREAT LEVEL Position the Threat Tracker to one side of the board, and point the arrow towards position 1. SPECIAL RULES Events and Supplies Put the Night Fighting Event card into play at the start of the game. Add the Dawn Breaks, Lurkers in the Dark, Places to Hide and Siren! cards to the Event deck. Shuffle the Made to Suffer Supply cards into the Supply deck. The Katana Place the Katana Equipment Card (or the ‘Michonne's Katana’ card if you have it) to one side. If Player 1 successfully performs a Search action while inside the Trophy Room, their model immediately receives the Katana, Down Time Player 2's Leader may not be activated until one of the following criteria has been met: + Player 2's Leader is attacked. + Another model enters the Trophy Room. + An Alarm! or Siren! event is drawn. + The Threat Level reaches High. Penny Penny cannot move or attack for any reason’ ~ until another model (besides the Governor) enters the trophy room. As soon as that happens, she is treated as anormal Walker, The Governor cannot attack Penny - if attacked by her, he may only choose to Defend. If Penny is removed from play, the Governor becomes enraged, and adds @ to his melee attack rolls for the rest of the game. Victory Conditions Player 1 wins when Player 2's Leader is removed as a casualty and Player 1 has retrieved the Katana. Player 2 wins when Player 1's model is removed as a casualty. * If the Threat Tracker reaches maximum before either of the above objectives is “achieved, the game is a draw. CHAPTER 4: THE BEST DEFENSE Now, all-too aware of the threat from Woodbury, and with Rick recuperating from his injuries, the remaining Prison group head out to an abandoned National Guard base to gather supplies for the coming fight. Unfortunately, the Woodbury Army has the same idea, and so the prison group ‘hatch a desperate plan: it's time to blow the place to Kingdom Come! SURVIVOR GROUPS Recommended Participants + Player 1 + Tyreese, Prison Advisor (L) + Michonne, Vengeful Hunter + Andrea, Prison Sniper + Glenn, Prison Guard + Maggie Greene, Prison Defender + Axel + Up to 90 points of equipment + Player 2 + Bruce Cooper (L) + Tom + Gloria + Raymond + Wes + Curtis + Up to 140 points of equipment Alternative Participants + Player 1 + 335 point limit + Player 2 + 300 point limit STORY MODE If Eugene Cooney or Harold Abernathy were included in Chapter 2 and survived, they are included in Player 2's group, with up to 25 points of Equipment. SETUP INSTRUCTIONS 1. Scenery Set up the 20" x 20" Woodbury gaming mat «to represent the army base. Starting with the player with Setup Initiative, , take it in turns to place six Barriers outside the deployment areas, at least 3" from any other scenery piece. Then, take it in turns to place the door counters over any doorways on the board, These doors will all start the game closed. 2. Supplies Take it in turns to place the supply counters in different rooms in the buildings, outside the deployment areas and at least 3" from each other. 3. Walkers You will need 15 Walker models. Place one Walker in contact with each supply counter, and then take it in turns to place the remaining Walkers anywhere on the board, outside the deployment areas, and at least 2" from each other. 4. Survivors “xs The player with setup Initiative chooses which deployment area to set up in, and deploys all of their Survivors there. The other yer then sets up in the opposite , jent area, SET THREAT LEVEL Position the Threat Tracker to one side of the board, and point the arrow towards position 1. SPECIAL RULES Events and Supplies Add the Places to Hide and Siren! cards to the Event deck. Shuffle the Made to Suffer Supply cards into the Supply deck. For this game, once you've put your Supply deck together, you should draw the top 8 cards, shuffle them together with the Special Objective card, and place them back on top of the deck. Demolition In this scenario, the Special Objective card in the Supply deck represents a pack of explosives that can only be used by Player 1's Survivors. If it is picked up by one of Player 2's Survivors, they must hold it in their pack or leave it on top of the deck. So long as it is not engaged, the model with the explosives may spend 2 Actions to prime the pack. This can only be done inside a building, and only if there are no enemies in the room. Simply place the card face down inside the building. By spending an Action ina subsequent turn, the model may detonate the explosives. Any models inside a building that explodes are removed as casualties. VICTORY CONDITIONS Player 1 wins if they manage to collect at least 8 supply counters, and then detonate the explosives without losing any of their own models in the process (by having them in the same building in which the explosives were placed). Player 2 wins if they can wipe out the opposing group, or if they have more supply counters than the enemy by the’ time the Threat Tracker reaches maximum. If the Threat Tracker reaches maximum before the explosives are detonated, but with Player 1 holding more supplies, the game is adraw. CHAPTER 6: THE FIRST WAVE The Governor is alive, and has been driven to insanity by his ordeal at Michonne’s hands. Swearing revenge, he gathers his forces for a raid on the prison, to end Rick's group once and for all. SURVIVOR GROUPS Recommended Participants + Player 1 + Rick Grimes, Disfigured but Determined (1) + Andrea, Prison Sniper + Up to 480 points of Survivors and equipment, using only the following Survivors: + Tyreese, Prison Advisor + Dale, Prison Advisor + Hershel Greene, Prison Advisor + Michonne, Vengeful Hunter + Glenn, Prison Guard + Maggie Greene, Prison Defender + Billy Greene + Axel + Player 2 + Brian Blake, Mutilated & Merciless 0) + Up to 600 points of Survivors and equipment, using only Survivors from the Woodbury (§) or neutral factions. Alice and Dr. Stevens may not be taken Alternative Participants + Player 1 + 880 point limit + Player 2 + 680 point limit STORY MODE Both players may start the game with an additional 10 points of equipment for each supply counter acquired in Chapter 4. Player 2 may only take characters used in a previous scenario if they survived the game. Player 2 may take Martinez for free” if Rick was killed in Chapter 2. SETUP INSTRUCTIONS 1. Scenery Set up a 40" x 20" gaming area. If you have them, place the Atlanta Suburbs and Prison gaming mats side-by-side, as shown. Place a line of Barriers, as evenly spaced as possible, along the join between the two board sections as shown. Place the Tank in the center of the Suburbs board section, facing the Prison. Starting with the player with Setup Initiative, take it in turns to place two Cars in the Suburbs half of the gaming area, facing the prison, and two Cars in Player 1's deployment area. The cars may be no closer than 2" to another scenery piece or board edge. All doors are open in this scenario. 2. Supplies There are no supply counters in this scenario. 3. Walkers You will need 8 Walkers. Take it in turns to place them in the Walker Zone, between 1" and 3” away from the outside of the line of barriers. Any Walkers that enter play during the game must do so from one of the marked edges. All other rules for Walkers entering play apply as normal. 4. Survivors Player 1 deploys inside the prison grounds, within 10" of the fence. Player 2 then places allof their models within 3” ofthe Tan (out not on top of it) nf SET THREAT LEVEL PoBition the Threat Tracker to one side of the board, and point the arrow towards SPECIAL RULES Events Add the Siren! card to the Event deck. If using the Prison mat, also add the Places to Hide card to the deck. Ram the Fences! Player 2 may use the cars to ram into the prison’s fences and knock them down. A Survivor in contact with a car may use two Actions to move it directly towards the nearest barrier. This may be done once per car per game. Move the car up to 12" forward in a straight line. It may not pass through any other scenery piece. Any models in its path, friend or foe, are moved aside by the shortest possible route, and suffer an immediate melee attack rolling Remove a single barrier that it came into contact with, and then place the driving Survivor back into contact with the car. The car creates MAYHEM from the point where its movement ended. The Tank The tank may be fired once per game. Any model occupying the tank (by standing on the turret) may fire the cannon by spending two Actions. The cannon is a Ranged Weapon, with a range of 30" and the following rules: Blast, Smoke. Adds @ @ @ to ranged attack roll. Firing the tank causes MAYHEM, and increases the Threat Level by 2 points instead of 1. Any scenery piece of 2 scenery points or lower that is within the Blast radius is removed. A Survivor occupying the tank may use it once per game to ram the fences in the same way as the cars. Any model in its path will suffer an attack rolling VICTORY CONDITIONS Player 1 wins at the end of any turn in which 50% or more of Player 2's Survivors (rounding up) have been removed as casualties, or if the Threat Tracker reaches maximum. Player 2 wins immediately when either Rick is killed, or 50% of Player 1's Survivors (rounding up) have been removed as casualties, whichever happens first. Safety Behind Bars Expansion If you own the ‘Safety Behind Bars expansion, then use the Chain-Link Fences instead of the Barriers'listed above. You should also add the Hold the Fences!, No Hope, and Armored Assault cards to the Event deck. Player 1 may start the scenario with one model in the guard. tower. CHAPTER 6: PRE-EMPTIVE STRIKE With the governor's army regrouping, Michonne persuades Tyreese to help her launch a daring raid on the Governor's camp: When the Governor realizes what's happening, he fights back fariously, capturing Tyreese in order to make an example of him to the prison group. SURVIVOR GROUPS Recommended Participants + Player 1 + ‘Tyreese, Prison Advisor (L) + Michonne, Vengeful Hunter + Upto 100 points of equipment Player 2 + Group A + Brian Blake, Mutilated and Merciless (1) + Gabe Harris + Bob + Curtis + Gloria + GroupB + Raymond + Up to 150 points of equipment Alternative Participants + Player 1 + 200 point limit + Player 2 + 335 point limit + Group B must contain a single model, which cannot be the group leader Story Mode If Michonne was removed as a casualty in Chapter 5, she is not present in this game, and is replaced by any Survivor of your choice that survived Chapter 5. SETUP INSTRUCTIONS 1. Scenery _ Set up a 20” x 20" gaming area. If you have the Days Gone Bye expansion, “you should use the campfire, four tents and four woods, and their respective. rules. Otherwise, simply take it in turns to place 14 Scenery Points of your choosing anywhere on the board outside the Survivor deployment areas, at least 2” apart. 2. Supplies No supply counters are placed in this scenario, 3. Walkers No Walkers are placed at the start of this scenario, though they may enter play as normal. Whenever MAYHEM is caused, a Walker enters play, at the point on the board edge closest to the source of the MAYHEM, outside of any Survivors’ Kill Zones. 4. Survivors Player 2 chooses a corner of the board, and places Group A within 6" of the corner point:_ The single model in Group B is positioned in the dead center of the board, as a sentry. Player 1 places their models within 3" of the opposite corner. They must be out of line of sight of all enemy models, and may begin « the game hiding if the player wishes. guicety, TYREESE-- MELE Me HIDE THE SET THREAT LEVEL Position the Threat Tracker to one side of the board, and point the arrow towards position 1. SPECIAL RULES Events Put the Night Fighting Event card into play at the start of the game. Remove the Alarm! card from the Event Deck, and add the Dawn Breaks and Lurkers in the Dark cards. Capture! Player 2's objective is to capture an enemy Survivor (see below). When attacking that model in melee, Player 2 discounts any Headshots their models roll. When the target model is ‘killed’ in melee, it is laid . prone and considered captured rather than being removed or replaced with a Walker. - Ifthe chosen model is targeted by shooting, it is damaged as normal. & Sentry Duty Player 2's models may only perform Sneak Actions until the alarm has been raised. Raising the alarm is an Action that can be taken by one of Player 2's Survivors only if one of the following criteria has been met: + Anenemy Survivor is in line of sight and not in Cover. + NOISE or MAYHEM has been created within 8" in the current turn. + The Threat Level is High. VICTORY CONDITIONS Player 1 wins if Player 2's Leader is removed as a casualty. Player 2 wins if Player 1's Leader is captured, as described above. If the Threat Tracker reaches maximum before either of the above objectives are~ completed, or if Player 1's Leader is killed outright instead of knocked prone, the gaime is a draw. HAPTER 7: ESCAPE FROM THE PRISON Having been repelled once, the Governor knows that the prison defenses are in disarray. He Jaunche’ his final assault, unaware that Rick has already organized the evacuation of the prison. ‘SURVIVOR GROUPS Recommended Participants + Player 1 + Group A + Rick Grimes, Disfigured but Determined (L) Group B Hershel Greene, Prison Advisor Billy Greene Patricia Axel Alice Carl Grimes, Trainee Sharpshooter Lori Grimes, Caring Mother Group C Andrea, Prison Sniper Up to 180 points of equipment + Player 2 + Brian Blake, Mutilated & Merciless @) + Tilly + Up to 375 points of Survivors and equipment, using only Survivors from the Woodbury (f§) or neutral factions. Alice and Dr. Stevens may not be taken. Alternative Participants +» Player 1 + 450 point limit + Groups A and C may only comprise a single model each. Group A’s model must be the Leader. + Player 2 + 480 point limit STORY MODE Both players may start the game with an additional 10 points of equipment for each supply counter acquired in Chapter 4. Rick and Axel both begin this scenario with one fewer health point than usual “= (cumulative with the normal Story Mode” » penalty if applicable). “If Dr. Stevens survived Chapter 2, he may eee Cerne If Tyreese and/or Michonne survived Chapter 6, they may be added to Player 1's Group C with any equipment they were carrying previously. Other than Brian and Lilly, Player 2 may only take characters used in a previous scenario if they survived the game. Player 2 may take Martinez for free if Rick was killed in Chapter 2. All barriers left standing at the end of Chapter 5 are placed in this scenario. SETUP INSTRUCTIONS 1. Scenery Set up a 40" x 20" gaming area. If you have them, place the Atlanta Suburbs and Prison gaming mats side-by-side, as shown. Player 1 places the Infirmary overlay over any one of the prison cells (or in the bottom right corner of the board if you don’t have the Prison mat) Place three Barriers, as evenly spaced as possible, along the join between the two board sections as shown. Place the Tank in the center of the Suburbs board section, facing the Prison. Starting with the player with Setup Initiative, take it in turns to place two Cars in the Suburbs half of the gaming area, and two Cars in the prison yard. The cars may be no closer than 2" to another scenery piece or board edge. All doors are open in this scenario. 2. Supplies There are no supply counters’ in this scenario, 3. Walkers a ‘You will need 10 Walkers. Take it in turns” to place them in the Walker Zone, between 1" and 3" away from the outside of the line ~ of barriers. Any Walkers that enter play during the game must do so from one of the ‘ked edges. All other rules for Walkers * play apply as normal. 4. Survivors Player 1 deploys Rick (Group A) in the infirmary. Group B is then placed within 6" of the bottom right corner of the board. Group C is not deployed at the start of the game ~ see Reinforcements, below. Player 2 then places all of their models on the Suburbs board section, no closer than 10" to the barriers. SET THREAT LEVEL Position the Threat Tracker to one side of the board, and point the arrow towards position 4. SPECIAL RULES Events Add the Siren! card to the Event deck. If using the Prison mat, also add the Places to Hide card to the deck. Reinforcements When the Threat Level reaches Medium for the first time, Player 1's Group C is placed in contact with the escape edge. She may not move off the board again to escape until at least one other friendly model has done so. Safety Behind Bars Expansion The Tank The tank may be fired once per game. Any model occupying the tank (by standing on the turret) may fire the cannon by spending two Actions. The cannon is a Ranged Weapon, with a range of 30" and the following rules: Blast, Smoke. Adds @ @ @ to ranged attack roll. Firing the tank causes MAYHEM, and increases the Threat Level by 2 points instead of 1. Any scenery piece of 2 scenery points or lower that is within the Blast radius is removed. VICTORY CONDITIONS Player 1 wins immediately as soon as at least 50% of the Survivors from Groups A and B (rounding up) escape the board by moving off the gaming area at the point marked on the map. Player 2 wins irnmediately when either Rick is killed, or more than 50% of Player 1's Survivors have been removed as casualties, whichever happens first. If the Threat Tracker reaches maximum before any of the above objectives are completed, the game'is a draw. Ifyou own the Safety Behind Bars expansion, then use two Chain-Link Fence instead of the three Barriers listed above. You should also add the Hold the Fences!, No Hope, and Armored Assault cards to the Event deck. LARGE GAMES AND ALLIANCES As your collection of miniatures grows, and the story of The Walking Dead becomes more epic, you may find you wish to recreate bigger battles between large groups of Survivors. The prison battle, earlier, is only the beginning! SURVIVOR GROUPS - ALLIES At this point, the game includes the following factions: + & -Rick’s Group + J -Woodbury Army + SE -The Hilltop + $B -The Kingdom + PGE - The Saviors + No symbol-Neutral As the group continues their journey, and discover new locations and new factions, the lines between friend and foe start to blur. The actions of a character may cross a moral line, and their followers may desert them to join the enemy. These rules allow for multiple faction symbols within a group, and are in addition to those on page 28 of the core rulebook, There are characters like Dr. Stevens, Alice, or Dwight, whose allegiances change throughout the story ~ this will be represented by them having two faction symbols on their cards. When included in a group, a character with multiple faction icons can choose to ignore one of those icons at any time. Sometimes, two groups will fight together for a common goal, such as the Alexandria/ Hilltop/Kingdom alliance. In addition, there are characters who never truly belong to a particular group, but will team up for a while as long as it suits their purposes. For these situations to play out in the game, we need some additional rules. To work out who can ally with whom, use the chart on the next page. When using these rules, groups may end up with multiple Leaders. One of these Leaders must be chosen and pointed out to your opponent as the overall Leader for the purposes of scenario objectives. Automatic (Grey) Survivors from the same faction may fight freely alongside each other, and alongside neutral Survivors, as per the usual rules. Trusted Allies (Green) Even though they do not share a Faction icon, Survivors from these groups may fight freely alongside each other. A single Leader must be chosen as usual. However, models from other Factions may not outnumber models from the Leader’s Faction, For example, if you have a group of 10 Survivors led by Rick Grimes, Disfigured but Determined, you might have four from Rick's group — including Rick himself- three from Hilltop and three from the Kingdom. You could not, however, take more than four from either Hilltop or the Kingdom. Tenuous Allies (Amber) These groups only fight together while it is convenient to do so, and don't fully trust each other. The group must nominate a Leader for each faction present. This does not include Neutral models - these always count as a member of all of the Factions present, A Neutral model may not be the Leader of any group. Special Rules and Leader abilities that target ‘friendly models’ or similar, as well as restrictions on group composition, only apply to models from the Leader's own Faction. Neutral models can benefit from the abilities of any model in play. Enemies (Red) Models from these Factions are sworn enemies and may never be included in the same group. ” sparsely if you wish. SCENARIO: ALL OUT WAR This scenario is designed for large games, potentially with allied survivors on each side. These kinds of battles are not about resource-gathering, or even clearing out Walkers, but instead hinge on bad blood, revenge and displays of power. THE GAMING AREA AND SURVIVOR GROUPS Players must decide on a points limit for their groups as normal. The minimum size for the All Out War scenario is 301 points, The size of the gaming area in an All Out War scenario depends upon the size of the groups you are using. GAME SIZE Gaming areas of this size can be made by arranging your gaming mats into a suitable configuration, or creating a custom surface on which to play. 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. You are not obliged to place just 14 points’ worth of scenery in each 20" section = they can be grouped more closely oF Divide the scenery evenly between the players by points value. Iithere 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 must be placed in the Walker Zone, butno closer than 2" to another terrain piece or the board edges. Ii there is no room left to place all the Resource Hubs, then the remainder are placed as below. All remaining scenery may be placed anywhere on the board, but not within 2" of another terrain piece. 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 at least 5” from the board edges, and not within 2” of another counter, Counters must be allocated to Resource Hubs first. 3. Walkers No Walkers are placed at the start of this scenario, though they may enter play as normal. Whenever MAYHEM is caused, a Walker enters play, at the pointon the board edge closest to the source of the MAYHEM, outside of any Survivors’ Kill Zones. 4. Survivors The players should rolll for Initiative for the first turn of the game, The player with Initiative chooses a deployment edge (if playing on a rectangular board, the edge chosen must be one of the long edges) and positions the first of their models within 8" of that edge, at ground level. The other player then does likewise, using the opposite edge. Players alternate deploying their models until they are all deployed. However, no model may be placed within 10" of an enemy. Therefore, on narrower boards, the enemy deployment lines can be pushed back by careful placement. SET THREAT LEVEL Position the Threat Tracker to one side of the board, and point the arrow towards position 1. EVENTS In this scenario, two Event cards are drawn per turn If you are using the Prison gaming mat as. part of your board, you should shuffle the Safety Behind Bars Event cards into the deck before the game. If you are using the Prison or Woodbury gaming mats (or any other buildings) as part of your board, you should shuffle the Places to Hide and Siren! cards from this expansion into the Event deck. If you are using the Night Fighting rules, you should put the Night Fighting Event card into play at the start of the game, and shuffle the Dawn Breaks and Lurkers in the Dark cards from this expansion into the Event deck. If you have any of the other Walking Dead: All Out War expansions, you can theme your games by shufiling the Event cards into the deck before the game if you wish. If you have any of the Walker or Roamer Booster packs, their event cards are perfect for large games - you can shuffle as many of these as you like into the Event deck, depending on how dangerous you want your game to be! SUPPLIES For this game, once you've put your Supply deck together, you should draw the top 8 cards, shuffle them together with the: Special Objective card, and place them back on top of the deck. If you have any of the other Walking Dead: All Out War expansions, you can theme your games by shuffling their Supply cards into the deck before the game if you wish. - GAME LENGTH The game lasts until the end of any turn in which one or both sides is reduced to 25% or less ofits starting number of models, or in which the Threat Tracker reaches maximum. VICTORY CONDITIONS When the game ends, both players should check the casualties they caused during the game. Add up the points values -— including Equipment - of the models you Killed, and work out the difference. Consult the following chart to see the result: Maximum Threat POINTS DIFFERENCE Up to 10% of Game Size RESULT More than 10% | Minor Victory and up to 28% of Game Size More than 25% | Major Victory of Game Size For example, in a 500 point game, a difference of 60 points or less would be a Draw. A difference of 51-125 points would be a Minor Victory to the player with the advantage, and a difference of more than 125 points would be a Major Victory. Special Objectives To make your games a little more exciting, killing your enemy is not the only way to score points in the All Out War scenario. At the start of the game, shuffle the deck of Objective cards and place it to the side of the board. After deploying Survivors, the players should take it in tus drawing cards from this deck until they each have two. Players should keep the cards hidden from their opponent. At the end of the game, both players should reveal these cards to their opponent. For each of these objectives achieved, the player gains a points bonus equal to 10% of the game size. For example, in a 1000 point game, these objectives would grant a bonus of 100 points each. Keep a close eye on your opponent during the game ~ see if you can work out what their objectives might bel

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