rules quick reference - Cryptozoic Entertainment

rules quick reference - Cryptozoic Entertainment
RULES QUICK REFERENCE
Start of Each Round
• Read the new Leader’s Ability
• Discuss strategy
• Deal two Event cards face down to each player
Leader Turn Sequence
1. You may move each Survivor one space to an adjacent Location.
Any you don’t wish to move stay where they are. Move your
Survivor first, and then proceed clockwise.
2. You may draw a card from the Resource deck at your Location.
3. You may trade one item with the Survivors at your Location.
4. Play both of your Event cards in the order of your
choosing and then discard them.
Non-Leader Turn Sequence
1. You may defy the Leader by discarding 1 Food. If you do, move
one space to an adjacent Location.
2. You may draw a card from the Resource deck at your Location.
3. You may trade one item with the Survivors at your Location.
4. Play one of your Event cards and then discard both of them.
Combat Phase
Each player chooses the weapon they wish to use before any player
rolls Combat dice. Then roll your white dice and add in any modifiers
to determine your total Combat Points. Kill 1 Walker for every 5
Combat Points. Example: If your total is 14, you kill 2 Walkers.
End of Each Round
1. Each Walker deals 1 damage
a. Survivors take the damage first.
b. If there are no Survivors present, the damage “eats” cards
off of the Resource deck at that Location.
2. Each Survivor may discard 1 Food to heal 1 Hit Point.
3. Advance the Round Tracker one space. Pass the Badge of
Leadership to the player on your left.
Protect your Resource decks for 12 rounds
and you win the game!
THE DICE
“1-3” means: Roll the black die.
®2013 AMC Film Holdings LLC
©2013 Cryptozoic Entertainment.16279 Laguna Canyon Road, Irvine, CA 92618.
All rights reserved.
“1-6” means: Roll a white die.
www.cryptozoic.com
Made in China.
The Walking Dead Board Game The Best Defense
Setup, Continued
Overview
In this co-operative game, each player takes on the role of one of The Walking Dead Survivors: Andrea, Daryl, Glenn, Maggie, Michonne, or Rick.
The Survivors must defend four key Locations from Walkers and various other dangers in order to stay alive: The Farm, The Prison, The Town,
and The Highway. At each Location, you will find a Resource deck of 25 cards: Equipment, Allies, Food, or Ammunition. Keep these Resources
safe or all will be lost!
3. Flip the Location tiles face up without rearranging them.
Components
100 Resource Cards
48 Event Cards Over 70 Game Tokens
6 Oversized Character Cards
6 Character Pawns
4 Pawn Bases
1 Badge of Leadership
4. Collect one card from each of the four Resource decks and mix them up behind your back, under the table, or in some other random way.
Place one card on the Location nearest you and continue in a clockwise order until each Location has a Resource card on it.
5. Reunite each Resource Card on a Location with the rest of its deck. Shuffle each 25 card deck and place it face down on or next to the
Location tile where that card was dealt in step 4.
4 Oversized Location Tiles
9 Ulterior Motive Cards (For advanced players!)
3 White Six-sided Dice
1 Black Three-sided Die
1 Rulebook
1 Round-Tracking Tile and Token
Object of the Game
Survive through 12 rounds of play while protecting each of your Resource decks. If any Resource deck completely runs out of cards before
12 rounds of play are over, all players immediately lose the game! However, if the players successfully protect the cards in the Resource decks
through 12 rounds of play, all players win the game.
Leading the Survivors
A unique feature of this game is that players take turns
being the Leader and making decisions that will affect
the group. Each Survivor has a unique Leadership Ability.
The Badge of Leadership identifies the Survivor as the
Leader for the round. That Survivor’s Leadership Ability
will be in effect for that round. Most Leadership Abilities
will generate an effect at the start of the round, but not all.
Read yours aloud when you become the new Leader. The
Badge of Leadership is passed to the left at the end of
each round.
In case of any disagreements amongst the players, like
how to divide up damage between two Survivors, the
Leader gets to make the final decision. Each player will
have the opportunity and responsibility to be the Leader
multiple times during a game. Do you have what it takes to
lead your fellow Survivors to victory?
Setup
1. Each player chooses one of the Survivors to play. Grab that Survivor’s Character card, pawn, and a base. Place your pawn into the base and
then place it onto your Character card.
2. Mix up the four Oversized Location tiles while they are face down and then place them into a four-square pattern.
6. Make 5 piles of tokens (Ammo, Allies, Food, Hit Points, and Walkers) near the board, but not too close to any player.
7. Shuffle the 48-card Event deck.
8. Each player rolls the black die and places that many Walker tokens on the Location closest to them (their “corner” of the board).
Only one player rolls per Location. If no one Location is closest to you, randomly choose one of the two closest. So in a 3-player
game, only three of the Locations will start with Walker tokens on them.
9. Each player rolls one white die. The high roller grabs the Badge of Leadership and places it in front of his Character card.
That player will act as Leader for the very first round of the game.
10.Each Survivor starts with two Allies, two Food, and five Hit Points. Place those tokens onto your Character card in the
corresponding slots. Five Hit Points is tracked with one red cross token with a 3, and two with 1’s on them.
11.Each Survivor draws one Equipment card from the Equipment deck. If you draw a ranged weapon, it will list a “start of game load.”
Put that much Ammo on your weapon.
12.Place the Round-Tracker token in the Round 1 space on the Round-Tracking Tile.
1
2
THE CARDS and other COMPONENTS
Event Cards
These cards drive the action of the game. They encourage you to move to
certain Locations, or avoid other Locations. Sometimes you will be able to evade
bad effects by being at the right place at the right time. But other times you
can’t prevent adding a few more Walkers to the board or suffering some other
calamity. Depending on what your role is for the round, you will play one or both
of the Event cards you are dealt at the start of each round.
THE CARDS and other COMPONENTS, Continued
If you are at The Highway,
congrats on your new
Equipment! If you are not
at The Highway, some
Walkers are going to
appear there...
Food is used for two purposes:
• A Survivor who is not the Leader may discard 1 Food to “defy” the Leader and move their pawn to
an adjacent Location.
• At the end of each round, a Survivor may discard 1 Food to heal 1 Hit Point.
Leader: You must play both of your Event cards in the order of your choosing.
Non-Leaders: You must play one of your Event cards and discard the other one.
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If you don’t have 1 Ally and
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Resource Cards
The Resources are Allies, Ammunition, Food and Equipment. These Resources are found at the
Locations, and each deck is placed randomly at the start of each game. As a result, each game will play
out a bit differently.
Allies
Ally tokens are diamond-shaped and picture Carl on them, with a 1 on one side and a 3 on the other.
When you draw an Ally card, it will indicate the number of Allies you have found (and possibly other
bonuses), and then you discard the card. When you gain additional Allies, you may flip over one of your
current tokens to the 3 side or grab a new token, and then discard the Ally card. You may have any
number of Allies. There is no penalty for running out of Allies.
Allies aid your Survivor during the Combat Phase. After rolling your Combat dice, you may discard any
number of Allies. Each discarded Ally adds 1 to your roll. You must make a Combat roll in order to use
Allies to boost your total.
Ammunition
Ammo tokens are hexagonal and picture several bullets on them, with a 1 on one side and a 3 on the
other. While the Ammunition tokens are generic, Ammo is specific. When you draw an Ammo card, it will
typically name the type of Ammo you have found and the amount.
You have two options when you draw an Ammo card. If the weapon is in front of you, immediately add
the gained Ammo to that weapon, and then discard the Ammo card. A weapon may hold any amount of
Ammo. If you don’t possess the weapon or don’t wish to load your weapon of that type, place the Ammo
card face up in front of you. Place the appropriate number of Ammo tokens on it. Those tokens only work
in the type of weapon indicated on the Ammo card. You’re allowed any number of Ammo cards next to
your Character card.
If an Event card instructs you to discard Ammo, you may lose it from a loaded weapon or from an Ammo
card that you have. Example: You have 2 Ammo on your Handgun Equipment card, and 3 Ammo on your
Rifle Ammo card. You are instructed to lose 2 Ammo, therefore you choose to discard it from your Rifle
Ammo card. Flip the 3 Ammo tokens to the 1 Ammo side.
3
Food
Food tokens are pentagonal and picture gross looking canned food on them, with a 1 on one side
and a 3 on the other. When you draw a Food card, it will indicate the amount of Food you have found.
When you gain additional Food, flip over one of your current tokens to the 3 side or grab a new token,
and then discard the Food card. You may have any amount of Food. There is no penalty for running out
of Food.
If you have no Ammo to
lose, no problem!
Equipment
These cards don’t have corresponding tokens as do the rest of the Resources. Instead, when you draw
an Equipment card, you place the card face up next to your Character card. You may have any number
of Equipment cards next to your Character card. Equipment cards are not discarded after using them.
Most Equipment cards are weapons used to kill Walkers. These cards have a bullet casing with a
number in it. That number is how many white dice you roll for that weapon during the Combat Phase,
should that be the one weapon you choose to use that round.
Weapons that don’t use Ammo are noted on the card. Weapons that do use Ammo will list a “start of
game load” which reveals how many Ammo tokens that weapon gets at the start of the game. The start
of game load is not given when a weapon is drawn during the game. You have found an unloaded
weapon and now must find some Ammo for it.
Equipment cards that don’t have a bullet casing are specialized non-weapon items that will aid you in
various ways. They are rarer than the weapon cards, and most are unique in the deck. You may use any
number of non-weapon items each round.
The Locations
The Farm, The Prison, The Town, and The Highway. These Locations now have a random Resource that
is available at that Location. The Prison is unique in that it has an ability listed on the Location tile called
“Prison Walls.” It reads: Ignore the first 3 Walkers at this Location during the End of Round procedure.
That means a Survivor can be at The Prison, and as long as there are 3 or fewer Walkers present, the
Survivor will take no damage. He or she is protected by the Prison Walls. If no Survivors are at The
Prison, as long as there are 3 of fewer Walkers present, the Resource deck at The Prison will not lose
any cards.
Tokens
When you are instructed to discard or gain an Ally, Ammo, or Food, this indicates a 1 value token
of that type. If you must discard 1 Ally (for example), and your only token of that type is a 3 value
token, you don’t lose all 3. Flip the 3 over to a 1, then grab a 1 value token from the pool, so you
will end with two 1 value tokens (3 – 1 = 2).
H IT POI NTS
Each Survivor begins the game
with 5 Hit Points, which is also
the maximum number of Hit
If a pool runs out of certain types of tokens, the players should convert their multiple 1 value tokens
into as many 3 value tokens as possible. If you run out of Walker tokens even after converting them
to 3’s, no new Walkers can be added to the board until some are killed off. However, the game will
most likely end that round anyway.
Points any Survivor can have.
Taking Turns
During each round of the game, each player will take a turn. The Leader takes the first turn. Other
players follow in clockwise order.
effects, reduce your Hit Points
When your Survivor takes
damage from Walkers or other
accordingly.
4
Difficulty Levels
The players should come to an agreement about which mode and difficulty level to play before proceeding.
Standard Mode: If your Survivor dies, you get to continue playing, but as a different Survivor.
OR
Hardcore Mode: If any Survivor dies, the game ends immediately and all players lose the game.
Beginner Difficulty: Flip your Event cards face up for all to see. You may look at each player’s Event cards and openly talk during each
phase of the game. This allows for unlimited co-operative planning.
NOTE: It is highly recommended that you play in Hardcore mode while playing at Beginner difficulty.
OR
Expert Difficulty: Keep your Event cards hidden from the other players until you play them. When you play them, you may read the effects
of the card out loud, but without strategic commentary. In addition, once Event cards have been dealt each round, you may not talk to the
other players until the start of the Combat Phase each round. Be sure to discuss strategy with your fellow players at the start and end of each
round. You cannot comment on your cards, where you want to move, or any other strategic talk once the Event cards are dealt. Head nods,
gestures, coughing or similar clues are not allowed. Expert difficulty makes it harder to coordinate efforts with your fellow players, so it is only for
advanced players.
NOTE: It is recommended that you play in Standard Mode while playing at the Expert difficulty. For the ultimate challenge, play Expert difficulty
and Hardcore mode.
• Read the new Leader’s Ability
• Discuss strategy
• Deal two Event cards face down to each player
If you are not the Leader, your turn consists of four steps which must be taken in order from 1 to 4.
1.Defy
If the Leader has placed you at a Location that will cause much suffering to the group, you may discard
1 Food to defy the Leader and move to an adjacent Location, but never diagonally. You may defy
whether or not the Leader moved your pawn. This step is always optional.
2.Draw
After defying (or not) you may draw one card from the Resource deck at your current Location. If a
deck is running low, you may not want to draw from it. This step is always optional.
3.Trade
You may give one item to any one Survivor at your Location. One Survivor at your Location may then
give you one item. See the Leader Trade section for additional rules on trades. This step is always optional.
If you defy the Leader and
move to The Town this
turn, you’ll turn what could
have been a negative into
a positive!
The Combat Phase
GAMEPLAY RULES
A Leader’s turn consists of four steps which must be taken in order from 1 to 4.
1.Movement
As the Leader, it is your responsibility to move each Survivor. If you are the first Leader in the game, you will place each pawn onto the board at the Location of your choosing as their move for the round. When you move a Survivor, you may move their pawn one space to an adjacent Location, but never diagonally. Alternately, you may leave a Survivor at their current Location. Move your pawn first, and then proceed clockwise to move the other Survivors.
Where you move yourself and your fellow Survivors will largely depend on the Event cards each player has. If you are playing at
Beginner difficulty, the other Survivors will likely ask you to move them to a particular Location. Negative effects of an Event card may
be reduced when played at a certain Location. Sometimes the other Survivors will ask to be moved to a certain Location in order to
draw a Resource card there. Ask each Survivor where they want to be moved, if at all.
Since you have to play both of your Event cards, you have more knowledge of where bad things will happen during the round. It is
ultimately up to you where you move each Survivor. Sometimes you’ll need to clear a Location of Walkers before their numbers
become unmanageable. The Survivors might need to go on the offensive to protect any dwindling Resources. Survivors fighting
together at the same Location are much more effective than a single Survivor.
If you are playing at Expert difficulty, you will only know what your own Event cards are. You will have to use your best judgment on
where each Survivor needs to be. Looking at a fellow Survivor’s Character card and Equipment will give you a very good idea of what
Resources that Survivor needs to acquire.
2.Draw
After moving (or not moving) the Survivors, you may draw one card from the Resource deck at your current Location. If a deck is
running low, you may not want to draw from it. This step is always optional.
3.Trade
You may give one item to any one Survivor at your Location. One Survivor at your Location may give you one item. You need not give
an item in order to receive one. The item that you receive can be from any Survivor at your Location, not just the one you gave an item
to. In Expert difficulty, remember you can’t talk about what to give or what you need in return, except at the start of the turn. A gifted
item cannot be refused. This step is always optional.
Taking Your Turn: Non-Leader
4. Play One of Your Event Cards
Since you aren’t the current Leader, it’s your choice as to which of your Event cards to play. You don’t
need to decide which one to play until your turn comes up in the sequence. Play one of your Event
cards, and then discard them both.
Start of Each Round
Taking Your Turn: Leader
GAMEPLAY, Continued
Tradable items are: One Equipment card (loaded or unloaded), one Ammo card (with its tokens), one Ally, one Food, or one single
Ammo from a loaded weapon.
When all of the Survivors have completed their turn for the round and played their Event card(s), it’s time to fight some Walkers! Each
player chooses the weapon they wish to use before any player rolls Combat dice. You may only use one weapon per Combat Phase.
If you choose a ranged weapon, remove 1 Ammo from that weapon in order to fire it. You may only expend 1 Ammo per Combat
Phase. If you have no Ammo on a ranged weapon, you can’t use that weapon. The number of white dice you roll is found on the bullet
icon of your weapon card.
Roll your dice (add the dice together if you are rolling multiple dice) and add in any modifiers to determine your total Combat Points.
For every 5 Combat Points, kill 1 Walker. So if your total is 10, you kill 2 Walkers.
Survivors with ranged weapons get to work together to kill Walkers.
The ranged weapons are Handgun, Crossbow, Rifle, and Shotgun.
Each Survivor using a ranged weapon at a Location adds to the
group Combat Point total at that Location. Each player adds up their
dice and modifiers, and then adds their totals together. For every 5
Combat Points, kill 1 Walker. Adding your Combat dice together
greatly improves your effectiveness.
Example: Maggie rolls a 9 with her Rifle, while Daryl
rolls a 2 with his Crossbow. Their group Combat
Point total is 11, so they kill 2 Walkers.
TH E DICE
The white Combat dice generate
numbers between 1 and 6. When
you roll more than one die at a
time, add the results. Example: If
you roll 2 Combat dice and roll a
4 and 5, your total is 9.
The black die generates numbers
between 1 and 3. This die is
often rolled when you are gaining
When using a melee weapon, you fight solo. Your melee
weapon does not add to the group total with any other
Survivors at your Location. You are face-to-face with the
Walkers, and it is too dangerous for your fellow Survivors to
fire over your shoulder to help you. The presence of a melee
combatant does not mean that the gun-toting Survivors can’t
fire. The melee weapons are Katana, Metal Pipe, and Machete.
Roll your Combat dice to determine your total Combat Points.
For every 5 Combat Points, kill 1 Walker.
Ammo, Food, Allies, or adding
Walkers to the board. When you
play a card that generates “1 – 3”
Ammo, Food, Allies or Walkers,
roll the black die to determine
that number.
4. Play Both of Your Event Cards
You must play both of the Event cards you were dealt, and then discard them. You may play them in the order of your choosing, which
sometimes mitigates the downsides. Since you can’t be in two places simultaneously, you will likely be adding some Walkers to the
board at a Location you personally can’t defend against the Walker hordes.
5
Play now continues clockwise from the Leader.
6
End of Round Procedure
After all the combat rolls are over and the Walker kills have been removed from the board, it’s the end of the round. The end of
round procedure consists of three steps which must be taken in order from 1 to 3.
1. At the end of a round, each Walker on the board deals 1 damage.
• Walkers deal damage to Survivors first.
If a single Survivor is at a Location, all Walkers at that Location will deal 1 damage to that Survivor until he or she dies. For each damage you take, lose 1 Hit Point. If multiple Survivors are at a Location with Walkers present, the Survivors can divide up the damage between them as they please. Each Walker deals 1 damage total, not 1 damage to each Survivor at the Location.
•
Sample Round
It’s now round 9 of a 3-player Standard/Expert game. Daryl is the Leader for this round and his Leadership Ability says: “Each
Survivor who has no Food gains 1 Food.” Since Daryl and Maggie have no Food, they each put a 1 value Food token into the Food
slot on their Character card. After some strategy discussion, each player is dealt two Event cards. Maggie is low on Ammo and Hit
Points and wishes to be moved to The Highway. Glenn says that he doesn’t want to go anywhere too dangerous, as he only has 1 Hit
Point remaining.
Walkers deal damage to Resources
If no Survivors remain at a Location where Walkers are present, each Walker that has not already dealt damage this round
deals 1 damage to the Resource deck at that Location. If a Survivor dies at a Location, any Walkers that did not aid in killing
the Survivor will deal their damage to the Resource deck there during this step. All damage goes to the Survivors first, then
the Resource deck at that Location.
Example: A Survivor is at The Town with 4 Walkers present. During the Combat Phase, he kills 1 Walker, now 3 are left.
The Survivor only has 2 Hit Points remaining. The first 2 Walkers each deal 1 damage to the Survivor, killing him. The 3rd
Walker doesn’t have a Survivor to munch on, so it “eats” one card off of the Resource deck at that Location.
A Walker won’t deal damage to the Survivors and the Resource deck in the same round. Walkers do not leave play unless
they are killed in combat or by a card effect. They will continue to congregate and eat away at a Resource deck round after
round until they are dealt with.
2.Healing
Each Survivor who has 4 or fewer Hit Points may discard 1 Food to heal 1 Hit Point. You may only discard 1 Food per round to
heal, no matter how low your Hit Points are or how much Food you have.
3. Prepare For the Next Round
With the round over, advance the round tracker one space. If the tracker is not now on the “You Win” space, the
game continues. The current Leader then passes the Badge of Leadership to the player on his or her left.
Death
If you are playing Hardcore mode and any Survivor runs out of Hit Points, the game ends immediately and all players lose the
game. If you are playing in Standard mode, the game continues despite this setback.
When you die in Standard mode, remove your pawn from its current Location and replace it with 1 Walker token. Your Character
is now a Walker that the Survivors will now have to deal with! However, this new Walker won’t deal any damage during the
current round. Discard all of your Food, Allies, Equipment, and Ammo. Then flip your Character card face down and place it off
to the side. Find a Character card that has not been used this game and place it in front of you. Take the corresponding pawn
and keep it nearby, but not yet on the board. The next Leader will place your new Survivor pawn anywhere on the board during
Leader Movement.
Place 5 Hit Points on your replacement Character card, just like at the start of the game. However, you do not get 2 Food and 2
Allies as you do at the start of the game.
Draw one Equipment card. Note that if this card is the last Equipment card in the deck, the game ends immediately and the
Survivors lose. Ranged weapons do not get the “start of game load” of Ammo. You must find some Ammo for it before
things go from bad to worse.
If you die in Standard mode and there aren’t any additional Survivors who have not already been used during the game, the
game ends immediately and the Survivors lose. Since the game features six playable Survivors, this means that in a 1-player
game there exist five “spare” Survivors, four spare in a 2-player game, three spare in a 3-player game, and two spare in a
4-player game.
7
Daryl looks at his Event cards and sees that he has Accidents Happen and Promise Me. Since they are playing Expert difficulty they
can’t talk strategy again until the start of the Combat Phase. Daryl decides to move his pawn and Glenn’s pawn to The Farm, as they
are both adjacent to it. He then leaves Maggie at The Farm, despite her earlier request. He chooses to draw an Ally card, gaining 1
Ally, and then gives Maggie 1 Food (a 1 value Food token). She decides not to give him anything back. Daryl can’t ask for anything, as
they are playing Expert difficulty.
Daryl then plays the Promise Me card, warning the other
Survivors that if they defy him this turn, they will lose all of
their Allies. Daryl reads the Accidents Happen card. With all
the Survivors at the Leader’s Location, no one loses any Hit
Points. Daryl is a good Leader! He then discards both of his
Event cards.
Glenn, sitting to Daryl’s left, goes next. He decides not to
defy the Leader, draw a card, or trade. The Ally Resource
deck is rather low and Glenn would have told Daryl not to
draw an Ally card, but they are playing at Expert difficulty.
He’ll remind everyone at the start of next round to keep their
hands off of it. He then looks at his Event cards again and
decides to play A Friend in Need, rolling a 3, so he adds 3
Walkers to The Highway. Glenn figured that the Ammo deck
had enough cards to survive a couple of Walkers, but he
wasn’t expecting to roll a 3! Glenn then discards both of his
Event cards.
8
Now it’s Maggie’s turn in round 9. The Highway is in danger of losing several precious
Ammo Resource cards. Despite the warning, she decides to defy the Leader. Due to
Daryl’s Promise Me card, she must now discard all of her Ally tokens. She moves her
pawn to the adjacent Highway, and then draws an Ammo card. She draws a Lucky Find.
She adds 1 Ammo to her Rifle and then discards the Ammo card. There are no Survivors
for Maggie to trade with at The Highway. Now she plays her Event card. She plays Barn
Walkers Attack, luckily she has moved away from The Farm, so she adds only 1 Walker
token to The Farm.
Once each Survivor has taken their turn, the Combat Phase begins. Players may talk to each other again and plan their fighting strategy.
Daryl reminds everyone that he has a Motorcycle Equipment card. Glenn says he can handle 1 Walker at The Farm even though he only has
1 Hit Point remaining. Maggie says that she could use the help against 4 Walkers at The Highway, so Daryl discards his Motorcycle and
moves to The Highway.
Glenn chooses to use his Machete. Since he is alone, he will add 3 to his roll.
Maggie chooses to use her Rifle and discards 1 Ammo from it.
Daryl chooses to use his Crossbow and discards 1 Ammo from it.
Now it’s the end of round 9. At The Prison are 2 Walkers, which are not enough to
overcome the Prison Walls, so no damage happens there. One Walker is at The Town,
so they discard one card from the Food deck there. There are 2 Walkers at The Highway.
Daryl and Maggie each decide to take 1 damage. Daryl has a Bulletproof Vest, so he
ends up taking no damage.
One Walker is at The Farm, and it deals 1 damage to Glenn. Since he had only 1 Hit
Point remaining, Glenn is killed. With no additional Walkers there, no damage is dealt to
the Ally deck at The Farm. Glenn removes his pawn from the board, and then discards
all of his tokens, Ammo cards, and Equipment. A new Walker token is now added to
The Farm, but it does no damage this round. Since they are playing Standard mode, the
former Glenn player now chooses a new Survivor (Rick) and draws one Equipment card.
He draws a Handgun, but it does not get the start of game load of Ammo. Fortunately,
Maggie has 2 Ammo tokens on a Handgun Ammo card in front of her, so meeting up
soon would be a good idea. Rick starts out with 5 Hit Points, but no Food or Allies.
Now that all the Walker damage has all been dealt, Maggie decides to use her last Food to gain 1 Hit Point, healing back up to 3.
Daryl had previously given his last Food to Maggie, so he can’t heal. The round tracker is now moved to Round 10, and Daryl passes
the Badge of Leadership to his left, Rick, who is not yet on the board. As round 10 starts, here is what the board looks like…
Glenn rolls a 1. Despite his +3 giving him 4 Combat Points, he has failed to kill the Walker at The Farm. One Walker is killed for every full 5
Combat Points you roll. Maggie and Daryl are both using ranged weapons, so they get to add their dice together. Maggie rolls an 7 , while
Daryl rolls a 3, then adds the Crossbow’s +1 bonus to make it 4. Daryl decides to discard 1 Ally to increase his roll to a 5, so that he can gain 1
Crossbow Ammo. Their group Combat Point total is now 12, so they kill 2 Walkers at The Highway. The Ally Daryl discarded didn’t help enough
to earn another kill, but recovering the Crossbow Ammo was important.
9
10
Variants
Specific Card Clarifications
Ulterior Motives
If your group likes a bit of conflict in their co-operative games, then these nine cards are for you. At the start of the game, shuffle and
deal one Ulterior Motive card to each player. These are kept hidden from the other players until you complete your mission. If the group
wins the game, achieving your Ulterior Motive is of little consequence. But if the group fails and loses the game, if you have completed
your mission you can claim a partial victory.
Bandages: You can save this card to use in a future round if you wish. This cannot be used to save a Survivor from death. It must
be used before any potential harm would come to a Survivor. You can’t heal a Survivor past the maximum 5 Hit Points.
Some Ulterior Motive cards require you to add tokens to them at certain times. Use some extra Ally or Ammo tokens, or some spare
change. So that you don’t give away what your Ulterior Motive is, you may wait to place a token on the card until the end of the round.
That way, the other players won’t know exactly why you put a token on your card, just that you are proceeding with your mission. If you
die, you keep your card and don’t lose any tokens on it. Your new Survivor will continue the mission.
Glenn: For his Leadership Ability, you may not give a Survivor an Ammo token for a weapon that he or she does not have. You may
choose a Survivor at any Location, even yourself.
Some Ulterior Motive cards require you to “stockpile” certain Resources. You don’t add tokens to the card. Simply collect the required
number of Resources and then flip over your Ulterior Motive card face up for all to see. Once you have flipped up the card, you do not
need to maintain your stockpile of that Resource any longer.
Crisis at The Prison, A Death in the Family, Hungry Walkers, etc: Make a separate roll for each Location or player. You
do not roll a single die and apply it to each Survivor or Location.
A Guinea Pig: This Ally card allows you to take as much damage as you like, but you can’t die this round. Even if you take 13
damage, your Hit Points won’t drop below 1 this round.
Katana: If you roll a “natural” 4, 5, or 6 (before modifiers), roll an additional Combat die. If you roll another 4, 5, or 6, keep on
rolling until you do not roll a 4, 5, or 6. Then add all of your rolls together to determine your total Combat Points.
Maggie: For her Leadership Ability, the item you give another Survivor must be something you have. You may choose a Survivor at
any Location. You can give an Ammo from an Ammo card or give the entire card along with its tokens. You may not give a Survivor
an Ammo token for a weapon that he or she does not have. If you give Ammo from a loaded weapon, you may only give 1 Ammo.
Example: You have 9 Food on
your Character card, so you flip
up your “Hoarder” Ulterior Motive
card. You have now scored it, so
you don’t need to maintain your
stockpile of 9 Food any longer.
A Little Help: This Ally card grants you one additional Combat die this round. Even if you have no weapons or Ammo, you may
roll this one Combat die. This bonus die adds to the group total, unless you are using a melee weapon this round.
Flashbang Grenade, Silencer: Using one of these Equipment cards does not prevent you from using a weapon that round.
You do not need to have a weapon or Ammo to use the Silencer.
Shotgun: If you roll a “natural” 14 or higher (before modifiers), you attract a Walker from an adjacent Location of your choosing.
Resolve all combats at these adjacent Locations before moving one. If after the combats have resolved there are no adjacent
Walkers, none will be attracted to the loud Shotgun blast. If there is still a Walker in an adjacent Location, it moves to the Shotgunwielder’s Location after the Shotgun (and any other combat rolls there) has been fully resolved. Consequently, you can’t kill the
newly-arrived Walker this round. It will then deal damage to one of the Survivors at its new Location.
The Golden Rule:
If a card contradicts a rule in the rulebook, go with what the card says.
One Leader
In this variant, one Survivor acts as Leader for the entire game.
Their Leadership Ability will be the only one that happens during
each of the 12 rounds of the game, so use that knowledge to your
advantage. The next time the same group plays, a different player
and Character should be the Leader for the entire game.
Leader Last
This variant should only be played at Expert difficulty. In this
variant, the Leader moves all Survivors, draws and trades, but then
waits to play his or her Event cards until after all other Survivors
have taken their turns. This adds tension to the decision on
whether or not to defy the Leader. Were you moved to a particular
Location because several Walkers are going to be arriving soon?
Or, were you moved there with the hope that you would defy and
move somewhere more important?
Solo Play
If you wish to play the game solo, you act as Leader and non-Leader, but it’s your lone Survivor versus the world. Your Survivor’s
Leadership Ability will be active the entire game (or as long as he or she lives). Move your pawn as if you were the Leader. Then
you may “defy” by discarding 1 Food token to move to an adjacent Location. If you defy, you must play both of your Event cards. If
you do not defy, you only play one of your Event cards.
Two rule changes in solo play:
1. At the start of game or when a new Survivor enters play, draw two Equipment cards instead of one.
2. When you draw an Ammo card, you may leave it at your current Location, to be later collected by a Survivor as their “Draw”
there, if they choose to draw it. Don’t roll the dice until the Ammo card is placed next to your Character card. These Ammo
cards are never “eaten” by Walkers. It is unwise to pick up Ammo you can’t use because there is no one to trade with and you
discard everything you are carrying when you die.
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CREDITS
Game Design: Matt Hyra
Cryptozoic Entertainment
President & CCO: Cory Jones
CEO: John Nee
Chief Operating Officer: Scott Gaeta
SVP Sales & Business Development: John Sepenuk
Game Design and Development: Phil Cape, Dan Clark,
Matt Dunn, Kevin Jordan, Erik Larsen, Matt Hyra, Ben Stoll,
Drew Walker, Chris Woods
Graphic Design: Marco Sipriaso (Lead), Larry Renac,
Nancy Valdez, John Vineyard
Editing: Scott Thomas
Director of Operations: Leisha Cummins
Brand Management: Laura Waniuk
Business Coordinator: Rumi Asai
Office Manager: April Jones
Marketing and Community: Javier Casillas, Drew Korfe,
Mike Rosenberg
Playtesters: Tom Driver, Russ Greenwald, Evan Haynes,
Adam Hensch, Marcos Payan, Sam Todhunter, Tom Twedell,
Kyle Wlodyga, Nathaniel Yamaguchi and many others.
Cryptozoic Special Thanks: Miranda Anderson, Kyle Heuer,
Matt Hoffman, Vanessa Jimenez, Michael Kirchhoff, Lacy Lodes,
George Nadeau, Matthias Nagy, Jon Nee, Rachel Valverde, Lisa
Villaire, MaryCarmen Wilbur
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