❻❺❹❸❷❶⓿ ❹❸❷❶⓿ ❺❹❸❷❶⓿ ❹❸❷❶⓿. Carl Grimes. Rick Grimes. Patrick. Derek. 50 Points. 15 Points. Support. Tactician. Melee Shoot Defence
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1 50 Points Rick Grimes 15 Points Carl Grimes Tactician High Support Medium ❻❺❹❸❷❶⓿ Special Rules Leader Ability Blood Ties: If Carl Stay Calm!: Rick may Grimes is included in perform this in place of the same group as Rick, a Hold Your and is removed as a action. Roll and casualty during the reduce the Threat Level game, Rick gains to by that many points. his melee attack roll for the remainder of the game. Pack (3) ❹❸❷❶⓿ Pack (1) 35 Points Derek 15 Points Patrick Bruiser High Bruiser Medium ❺❹❸❷❶⓿ Leader Ability Be More Afraid of Me : Any friendly model within Derek s Kill Zone uses his value instead of its own. Pack (3) ❹❸❷❶⓿ Pack (2)
2 20 Points Sandra 10 Points Liam Runner Medium Support - Low Special Rules Nimble: At the start of a melee including Sandra, she may roll. On a, she moves out of base contact and at least 1 away from all current enemies, by the shortest route possible (moving through models if necessary). Pack (3) ❹❸❷❶⓿ ❹❸❷❶⓿ Pack (2) Dice Faces Red Walker Die Blank, Blank, 1, 1, 1, 2 Orange Rookie Die Blank, Blank, 1, 1, 1, 2 White Survivor Die Blank, 1, 1, 1, 2, 2! Blue Veteran Die 1, 1, 2, 2, 2!, 3! Black Action Die Blank, Blank, Blank,,, For our testing, we used standard 12mm dice, and covered the faces with 10mm stickers that you can buy from a stationery store. Alternatively you could cut sheets of labels into 10m squares. The final dice will be engraved with the relevant symbols.
3 Roamers All Quiet & Low Threat: Each player moves one eligible Walker in a Medium Threat: Each player rolls and moves that many eligible Walkers in a High Threat: Walkers enter play. Each player rolls and moves that many eligible Walkers in a direction of their choice. Roamers All Quiet & Low Threat: Each player moves one eligible Walker in a Medium Threat: Each player rolls and moves that many eligible Walkers in a High Threat: Walkers enter play. Each player rolls and moves that many eligible Walkers in a direction of their choice. Too Quiet All Quiet & Low Threat: The Walkers suddenly stop and nothing seems to happen. Add 1 to the Threat Level. Medium-High Threat: The groans get louder. Add 2 to the Threat Level. Pandemonium All Quiet: Each player moves and moves that many eligible Walkers in a Low Threat: Walkers enter play. Each player rolls and moves that many eligible Walkers in a direction of their choice. Medium Threat: Walkers enter play. Each player rolls and moves that many eligible Walkers in a High Threat: Walkers enter play. Players move all eligible Walkers in a The Walking Dead THREAT +2 All Quiet: Walkers enter play and are then each moved towards the nearest Survivor. Low Threat: Walkers enter play and are then each moved towards the nearest Survivor. Medium Threat: Walkers enter play and are then each moved towards the nearest Survivor. High Threat: As above. In addition, all prone Walkers immediately stand up. Pandemonium All Quiet: Each player moves and moves that many eligible Walkers in a Low Threat: Walkers enter play. Each player rolls and moves that many eligible Walkers in a direction of their choice. Medium Threat: Walkers enter play. Each player rolls and moves that many eligible Walkers in a High Threat: Walkers enter play. Players move all eligible Walkers in a The Hunger All Quiet: The Walkers suddenly stop. Nothing else happens Low Threat: Each player moves one eligible Walker towards the nearest Survivor. Medium Threat: Each player rolls and moves that many eligible Walkers towards the nearest Survivor. High Threat: As above. In addition, all prone Walkers immediately stand up. Frayed s All Quiet & Low Threat: One Panicking model, chosen by the player with Initiative, creates NOISE. If there are no Panicking models, add 1 to the Threat. Medium Threat: One Panicking model, chosen by the player with Initiative, creates. If there are no Panicking models, add 1 to the Threat Level. High Threat: As above. In addition, Walkers enter play. The Hunger All Quiet: The Walkers suddenly stop. Nothing else happens Low Threat: Each player moves one eligible Walker towards the nearest Survivor. Medium Threat: Each player rolls and moves that many eligible Walkers towards the nearest Survivor. High Threat: As above. In addition, all prone Walkers immediately stand up.
4 Won t Stay Down All Quiet & Low Threat: Take it in turns to choose a prone Walker and roll. On a the Walker gets up. If there are no prone Walkers, add 1 to the Threat Level. Medium Threat: As above. In addition, each player rolls and moves that many eligible Walkers in a High Threat: Walkers enter play. All prone Walkers immediately stand up. Won t Stay Down All Quiet & Low Threat: Take it in turns to choose a prone Walker and roll. On a the Walker gets up. If there are no prone Walkers, add 1 to the Threat Level. Medium Threat: As above. In addition, each player rolls and moves that many eligible Walkers in a High Threat: Walkers enter play. All prone Walkers immediately stand up. Feeding Frenzy All Quiet & Low Threat: Roll for each Survivor engaged in melee against one or more Walkers. On a, the model loses 1 health point and must roll to see if they are Bitten. If there are no models in melee, add 1 to the Threat Level. Medium Threat: As above. In addition, each player rolls and moves that many eligible Walkers towards the nearest Survivor. High Threat: As above. In addition, every Walker gains in melee this turn. There s a Storm Comin All Quiet: Nothing happens yet. Low-Medium-High Threat: The tension reaches fever pitch. Add 1 to the Threat Level. Immediately draw two more Event Cards, applying the results one at a time. Alarm! REMAINS IN PLAY All Threat Levels: The player with Initiative chooses a Wrecked Car. If possible, it must be one that has no Survivors within 6". The car s alarm goes off, creating instantly. The car will cause again at the start of every Event phase until a Survivor moves into contact with it and uses a Search action to shut it off. Once the alarm has been shut off, discard this card. The Herd All Quiet & Low Threat: The player with Initiative chooses a Walker and moves it in a All eligible Walkers within 8 of the chosen Walker then also move, converging on the chosen Walker. Medium-High Threat: As above. In addition, all prone Walkers immediately stand up. Walker Melee Defence Special Rules Outnumbering: The first Walker in a combat rolls its Melee value in dice (1 ). A second Walker rolls 2 ; the third Walker rolls 3, and so on, up to a maximum of 5.
5 9mm Pistol 20pts.22 Revolver 10pts Baseball Bat 10pts Kitchen Knife 10pts Ranged Weapon Ranged Weapon Handgun, Reliable. Adds to ranged attack roll. Handgun. Adds to ranged attack roll. Adds to melee attack roll. May reroll 1 per melee attack. Chain, Sharp. May reroll 1 die per melee attack. This stacks with the Chain keyword. Lucky Hat 10pts.38 Revolver 15pts Bandages 5pts Motorcycle Helmet 5pts Armour: Head Ranged Weapon Armour: Head Carl Grimes only Each time Carl is reduced to 0 health points, roll. Handgun. Adds to ranged attack roll. Discard this card as an Action to restore one health point lost earlier in the game. Discard this card to ignore all Headshot damage from a single attack. = Carl is not removed, and is instantly restored to 1 health point. On a blank he is dead as usual. Ammo Reload Ammo Reload Ammo Reload Bandages Attachment (Ranged Weapon). Discard this card as an action to reload the attached weapon. Attachment (Ranged Weapon). Discard this card as an action to reload the attached weapon. Attachment (Ranged Weapon). Discard this card as an action to reload the attached weapon. Discard this card as an Action to restore one health point lost earlier in the game. Bandages Bandages Booby Trap Football Pads Incident! Armour: Body Discard this card as an Action to restore one health point lost earlier in the game. Discard this card as an Action to restore one health point lost earlier in the game. The searching model suffers a ranged attack with and the Blast keyword. Then discard this card. Reduce damage taken from melee attacks by 1.
6 Hockey Stick Lurker Lurker Metal Pipe Incident! Incident! Adds to melee attack roll. The searching model suffers a melee attack with and may only defend. The attack is subject to the Bitten! rule. The searching model suffers a melee attack with and may only defend. The attack is subject to the Bitten! rule. Bludgeon. Increase the Threat Level by 1 and discard this card. Increase the Threat Level by 1 and discard this card. Nothing Old Gun Tire Iron Two-by-Four Incident! Ranged Weapon You find nothing of use. Handgun, Unreliable. Adds to ranged attack roll. Adds to melee attack roll. Bludgeon. May reroll 1 die per melee attack roll.
7 First and third rows are the fronts of the counters, second and fourth are the backs. BITE! BITE! BITE! BITE! BITE! BITE! BITE! BITE! BITE! BITE! First row is the front of the counters, second row is the back. Threat Tracker All Quiet Low Medium High
8
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