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Object of the Game

 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.

Resolving Action Rolls Action Die


1. Create Action Pool:
o Collect Action Dice equal to your character’s Action stat:
Attack - Coordinate - Interact -
Success Focus Exert
o Add 1 Stress Die for each Stress Token on your Survivor Sheet. Stress Die
o Add 1 Stress Die if there are any walkers in your Space.
2. Roll Dice
3. Trigger Exert Results:
o If you played a Survivor Card with an Exert Bonus matching the Threat Fear Blank
type of Action you are resolving, turn each Exert result to a success.
o Otherwise, you may Exert 1 (i.e., discard a card from your hand or deck) to change 1 Exert result to a
success. This may be repeated multiple times.
4. Trigger Focus: You may spend 1 Focus token to change 1 Focus result to a success.
5. Apply Successes: For each success, resolve 1 success effect. Each effect may be resolved multiple times.
6. Resolve Threat Results: For each Threat result, advance the Threat Track marker by 1.
7. Resolve Fear Results: For each Fear result, resolve the Fear effect on the card you played this turn.
8. Gain Focus: Gain 1 Focus for each unused Focus result. You may not possess more than 5 Focus tokens.
Round Sequence
1. Planning Phase:
o Each player draws 1 Survivor Card from his/her Survivor deck.
o The Leader then draws 2 Event Cards, choosing 1 to keep and 1 to Neglect.
o The Neglect effect resolves immediately. The chosen Event becomes the Active Event.
2. Survivor Phase:
o Starting with the Leader, each player takes a turn.
o During his/her turn, a player must play 1 Survivor Card (Compliant or Defiant).*
o Then, the player performs 1 Maneuver and/or 1 Action (in any order).
3. Event Phase: After each player has taken a turn, resolve each Special Rule in play, as well as the Active Event.
o If no player has performed the Active Event Card’s Ability, the Leader suffers 1 Stress Token.
4. Walker Phase: Ready Walkers activate. Then, new Walkers are placed on the map based on Threat. (See below)
5. Objective Phase: Check Objectives. The Leader may pass the Leader Token to his left by discarding 1 Trust.
o If the Leader is fully Stressed, the Leader must pass the token to his left.
* Each Event and Survivor Card features an Approach ( Normal – Green , Cautious – Yellow , or Aggressive – Red ).
Survivor Cards are considered Compliant if they match the active Approach and Defiant if they do not match.
 When the Leader plays a Defiant card, he/she must discard 1 Trust.
 When a Survivor plays a Defiant card, the Leader must suffer 1 Stress.

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).

Group Tension - Decrease Morale by 1 (unless each Survivor discards 1 Trust).


 The group must resolve Group Tension whenever a negative effect cannot be resolved:
 A Survivor or the group is forced to discard  The Threat Track needs to be raised, but it
a Resource or token and is unable to do so. is already maxed out.
 A Survivor cannot suffer 1 or more Stress.  A Walker cannot be placed on the map.

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