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
BarriersMOVING 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 towardsSPECIAL 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