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Survivors win if they complete all of the chosen Scenario’s victory conditions.
Survivors lose if any of the following happen:
o The Leader must draw an Event Card and none remain in the deck.
o Morale is reduced to 0.
o A Survivor is defeated (i.e., a Survivor cannot draw a Survivor Card due to his deck being depleted).
Maneuvers Actions
Move: Grapple (Attack ):
Move 2 Spaces, or stand up (if knocked down). Knock down 1 enemy in your Space.
Exert 1 for each ready walker in your starting space. Knock down 1 enemy in your Space.
Hide: Defeat 1 knocked-down enemy in your
Reduce Threat by 1. Then, if there are no enemies Space.
in your Space, discard 1 Stress.
Focus: Search (Interact ):
Gain 1 Focus. Draw 1 Search Card from your Building.
Resource Maneuvers: Draw 1 Search Card from your Building.
o Food: Gain 1 Resource of your choice.
Discard 1 Food Token to Heal 2. Assist (Coordinate ):
o Ammunition: Gain 1 Trust.
Discard 1 Ammunition Token and raise Threat
Choose 1 other Survivor to gain 1 Focus and
by 1 to defeat 1 Walker within line of sight.
you gain 1 Trust.
o Material: Choose 1 other Survivor within range 1 to
Discard 1 Material Token to place 1 Barricade discard 1 Stress and gain 1 Trust.
on a wall of the building in your Space.
Walker Phase
1. Reanimate: Replace each Corpse Token with a knocked-down Walker.
2. Walker Activation: Each ready Walker activates. Note: Knock down each Walker after it activates.
o Overrun (Activate each space containing both ready Walkers and human figures.)
Survivors must collectively Exert X, with X equal to the number of ready Walkers in their space.
Knocked down strangers are immediately defeated (unless protected by a Survivor).
If no other humans are in the space, each Rival defeats one Walker. Then, each remaining Walker
defeats one Rival. All remaining Rivals are knocked down.
o Swarm (Activate each space containing only Walkers adjacent to human figures.)
All ready Walkers from the activated space move into the space containing human figures.*
o Shamble (Activate each remaining space containing only Walkers.)
Each ready Walker in the activated space moves 1 space toward the nearest human figure.*
* Random Movement: In case of a tie, use the compass on the Map discard pile to prioritize movement.
* Barricades:
If the number of Walkers does not exceed the number of Barricades, Walkers are knocked down.
If the number of Walkers exceeds the number of Barricades, 1 Barricade is removed.
o If no more Barricades remain, the Walkers move as normal.
o If 1 or more Barricades remain, Walkers are knocked down.
3. Ready Walkers: All knocked-down Walkers are stood up.
4. Threat: Place new Walkers on the map
o Select Walker(s) according to the number and color of the Threat Track. (Red = Special Walker)
o Reveal a new Map Card for each Walker selected and place the figure accordingly.
o Move the Threat Marker left 1 space. Then, repeat the steps above (if necessary).