All Out War Rules
All Out War Rules
All Out War Rules
By Mark A. Latham
This is your chance to have a say in the final gameplay – any and all
feedback is welcome and we will take it all into account before finalising
the game.
The core rules are complete, but we still have the graphical elements to
finalise such as the diagrams, so it will be useful to hear your thoughts on
where these would be helpful to you.
Happy Gaming!
Mantic Games
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How many hours are in a day when you don’t spend half of them watching
television? When was the last time any of us REALLY worked to get
something that we wanted? How long has it been since any of us really
NEEDED something that we WANTED?
In a world ruled by the dead, the survivors are forced to finally start living.
The Walking Dead is ©2016 Robert Kirkman. All Rights Reserved. The Walking Dead™ (Including all
prominent characters) and The Walking Dead logo, are trademarks of Robert Kirkman, LLC.
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Game Overview
The Walking Dead: All Out War Going Solo
Miniatures Game allows you to
recreate the struggle for survival in a It is possible to play The Walking
lawless new world. Groups of Dead on your own, using most of the
Survivors must face each other in a normal rules. In this case, you will
desperate fight for resources, all the only need one Survivor group,
while trying not to attract the fighting against the Walkers, and a
attention of roaming packs of few tweaks to the rules as follows:
Walkers.
As there’s only one group involved,
The game is best played with two there’s no need to roll for Initiative
players taking on the role of rival or alternate activating models. Any
Survivor groups, although it can also instruction to the ‘player with
be played solo due to the innovative Initiative’ or the ‘opposing player’ is
Event system that directs the always assumed to be the sole
Walkers around the board. Survivor player. In addition if it says
that ‘your opponent’ would get to
The aim of the game is to collect the choose or do something you get to
meagre resources from the barren do it instead.
landscape before anyone else does,
or before your group is devoured. Also, without a second player to
Time is of the essence, as the rising distract the walkers, they will all be
threat level will overwhelm you after you! When playing solo, the
unless you can keep it under control! Threat Level is increased by 1 at the
start of each turn. See Threat on
page 8.
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Component Overview used at the start of a game to create
evenly-matched groups of Survivors.
For more information on building a
Cards group, see page 27.
Supplies and Equipment cards are All Survivors possess four key
very similar. The difference is in how characteristics, Melee, Shoot,
they are used. Supplies are kept in a Defence, and Nerve.
deck at the side of the board and can
be picked up during a game when a Melee, Shoot and Defence are all
Survivor searches a supply counter. expressed as a number of coloured
Equipment represents the weapons dice symbols – see page 6.
and items that the Survivors bring
with them to the fight, and is chosen Nerve is expressed as either Low,
before the game begins. Medium, or High, which determines
how much danger a character can be
1. Name in before they Panic – see page 8.
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Dice Sheriff Badge ★. This die has many
purposes throughout the rules;
The game includes various different sometimes to randomise between
coloured dice, and these will be two equal outcomes; other times,
referenced throughout the rulebook the ★ indicates a particular effect.
and the cards using these symbols: Each use of the die will be described
individually in the rules.
Red Walker Die ⬛
Orange Rookie Die ⬛ Finally, the Panic die is used to
White Survivor Die ⬜ determine the outcome when a
character panics, from running away,
Blue Veteran Die ⬛
to screaming in terror, to going
Black Action Die ⬛
berserk. See Panic on page 8.
Yellow Panic Die ⬛
Measuring
Each of these symbols represents
one die that is rolled when a
All distances in this game, for moving
character makes an Action or a rule
figures, measuring weapon ranges,
is applied. For example, Rick Grimes
and determining who can hear any
has a Shoot characteristic of ⬛ and
noises made by your Survivor, are
the .38 Revolver Equipment card
noted in inches (").
adds ⬜, so if Rick made a Shoot
Action with this weapon the player The box contains a double sided
would roll one blue die and one ruler with all of the common
white die.
measurements marked for you.
The Walker, Rookie, Survivor and
Note that it is permitted (indeed,
Veteran dice all have a number of ✷ often essential) to measure
symbols on their faces to represent distances at any time, to check the
how powerful a dice roll is. Each range to a target, to avoid causing
symbol represents one “success”, MAYHEM, or simply to plan your
and the successes for all the dice models’ possible moves.
rolled at any one time are totalled to
give a final score.
Other Components
The Survivor and Veteran Dice have
With the essential components
a ! symbol on some of their faces.
introduced, it’s time to get into the
These signify Headshots, as
rules of the game. Don’t worry about
described on page 14.
everything else for now – each item
will be explained as it comes up.
The Action die has three blank faces
and three faces marked with a
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Key Concept – Noise and commotion, and can move several
times in a turn.
Mayhem
MAYHEM
Sometimes the best way to survive is
to stay quiet. Unfortunately, many When MAYHEM is caused, all eligible
essential actions are loud, bright or Walkers that are at least partially
otherwise indiscreet, and the within 8" of the source of the
commotion that they create attracts MAYHEM, immediately move in a
Walkers. straight line directly towards it (see
Moving Walkers on page 19).
There are two levels of commotion –
NOISE and MAYHEM. These will be Again, if the movement brings them
caused by various events and actions into base contact with a Survivor,
taken by the Survivors as listed in they will become engaged in melee.
the following pages. It is important
to understand the implications of Important: MAYHEM not only
these actions before deciding what attracts Walkers, but also advances
your Survivors will do. the Threat Level by 1 point. Threat is
explained fully on page 8.
The rules for NOISE and MAYHEM
are resolved immediately after fully
resolving the Action that caused
them, before the model performs
any further Actions.
NOISE
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Key Concept – Threat and Panicking for any rules that require it
and must make a Panic check before
Panic it can be activated (see page 11).
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Setting Up side of the board. Put the
health counters in place on
the cards, and you’re ready
Before you can start playing, you’ll
to begin!
need to set up the game as follows:
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2. The Action Phase Panic Check
In this phase, all of the players’ When activating a model, the first
important manoeuvring and actions thing you must do is check the
take place – notably moving, current threat level. If the threat
shooting and searching for supplies! level is the same as or higher than
the activated model’s Nerve, the
model must make a Panic check (see
Action Phase Breakdown
page 8) before it is activated.
1. Player with Initiative activates one
model and performs two actions. Actions
2. Play passes to second player, who
activates one of their models. Unless it is engaged in melee or has
3. Play continues alternating in this failed a Panic check, when activated,
way until all models that can activate a Survivor model can perform up to
have done so. two different actions from the list
below, in any order.
Beginning with the player who has
the Initiative, players take it in turns Move
to activate one of their Survivors. If Shoot
one side has more models than the Search
other, all excess models are Hide
activated at the end of the phase by Stand Up
their owning player, one at a time, Hold Your Nerve
until every model that can act has Swap Item
done so. Each Survivor model can Make NOISE
only be activated once per turn. Special Action
During a Move Action, each model The card scenery in the game depicts
must choose to Sneak or Run, using various obstacles. These cannot be
the distances below. crossed by Walkers, but some can be
traversed by Survivors.
MAX ADDITIONAL
DISTANCE EFFECTS Barriers: These can be climbed as
SNEAK 4" None part of a Survivor’s movement. Roll
Creates ⬛. A ★ means the climb is successful
RUN 8” – place the model on the other side
NOISE
of the barrier and continue moving if
A model does not have to move the able to. A blank means the model
entire distance indicated for the remains in place and its Move Action
chosen move – it can stop short if ends. A model may never end its
you wish. move on top of a barrier. A Survivor
in base contact with a barrier may
Survivors do not have to move in choose to defend it in melee, as
straight lines – they can move in any described on page 25.
direction as long as their total
movement doesn’t exceed the Cars: These are impassable terrain –
distance for the type of Move Action a model cannot climb this scenery,
they are performing. and must go around it. If there is a
supply counter on the car, a Survivor
Survivors may not move through needs only be in base contact with
other models, friend or foe. the car to search it (as described on
page 16).
Models may not move into base
contact with an enemy (either Supply Counters: Supply counters do
Walker or Survivor) unless it wishes not impede movement at all –
to fight them in melee later – Survivors and Walkers can move
otherwise, keep enemy models at around or over them freely – they
least 1" away from each other to be are simply counters used to mark the
clear. As soon as base contact is positions of essential supply stashes
made, the model is engaged in or discarded Equipment.
melee, and its activation ends.
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Shoot centre of the shooter’s base to the
centre of the target’s base – if
another model’s base breaks that
If a Survivor has a Ranged Weapon
line, the target is obscured and
Equipment card in their hand, it can
cannot be shot. Otherwise, the
use this Action to fire the weapon at
target can be seen and shot at.
an enemy. The shooting model can
target any model, provided that the
Scenery does not block line of sight
target is within range and line of
unless the target is prone behind it,
sight.
although it does provide cover (see
page 15).
Only one ranged weapon can be
used to shoot as a single Action,
even if a Survivor carries two. Ranged Attack Roll
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Additional Shooting Rules roll ⬛. On a ★, you hit the intended
target. On a blank, however, you hit
Cover one of the other combatants – your
opponent chooses which one is hit.
If your ranged attack passes over any Once the target is established, make
scenery (not supply counters) before the ranged attack roll as normal.
it hits the target, then the target
model is in cover. Models in cover Multiple Shots
add ⬛ to their defence roll when
resolving that ranged attack. Some weapons and special skills
allow the shooter to take multiple
Prone Models shots as a single Action. You may opt
to fire fewer shots if you wish, unless
You can shoot at a prone model the weapon card specifically forbids
following all of the usual shooting it. Each shot is resolved separately,
rules. However, if a model is prone one at a time, following all of the
and also in cover, it cannot be usual rules. All the shots must be
targeted by ranged attacks at all, as taken against the same target.
it cannot be seen.
As this is a single Action, NOISE or
MAYHEM is only calculated once,
Out of Ammo!
regardless of how many shots are
taken.
If the ranged attack roll includes one
or more blanks, you must
immediately roll ⬛. On a ★, there is
no effect. On a blank, however,
you’ve just fired your last round of
ammunition! Resolve this shot as
normal, but flip the Weapon card
over to show that it is out of ammo.
The weapon may not be fired again
in this game until you find more
ammo and reload.
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Other Actions No matter how many counters a
searching Survivor is in contact with,
only one may be picked up per
Search Search Action.
Once the search has been resolved, A prone model may Stand Up by
remove the supply counter from the spending an Action. Stand the model
board and place it onto the upright, and it may then act
Survivor’s card. It does not take up normally.
an item slot.
Hold Your Nerve
Supply counters that have already
been searched or have been This Action may only be attempted if
dropped after the death of a the current Threat Level is equal to
Survivor are placed with the or lower than the model’s Nerve
SEARCHED face showing. These value. The model rolls ⬛ – on a ★,
counters will not allow the player to reduce the current Threat Level by 1.
draw another supply card when
searched.
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Swap Items
Make NOISE
Special Action
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3. The Event Phase more eligible targets are equidistant
from the Walker, the player with
Initiative decides who it will attack.
Once every model has acted, it is
time to see what the Walkers will do
If there are no Survivors under the
this turn. Survivor models rarely get
Kill Zone template, or all eligible
to act in the Event Phase; instead,
targets cannot be attacked, then the
players work against each other to
Walker does not move, and instead
control Walkers and resolve various
is free to move elsewhere should the
special event cards.
Event cards allow it.
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Sometimes there may not be enough Not Enough Walkers?
eligible Walkers to fulfil the
instruction on the Event card (for If the Threat gets too high, you may
example, you may be told to move soon find that you don’t have
three Walkers, but there are only enough Walker models to bring into
two standing, unengaged Walkers in play! While you’re always likely to
play). If this happens, the remainder have one or two to hand based on
are taken from any spares you have, those removed from play or not
and they enter play as described being used in a given scenario,
below. chances are in larger games you’ll
run out. You can purchase booster
Finally, if it is ever unclear which packs of Walkers, along with
Walker should move (due to two or additional Event cards, from Mantic
more being equidistant when Games.
activated, for example), the player
with Initiative chooses which Walker If an Event card requires more
moves in that instance. Walkers to enter play than you have
to hand, bring on as many as you can
Walkers Entering Play and then increase the Threat by 1.
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4: The Melee Phase Splitting Combats
Once the Event phase has been When several Walkers are in contact
resolved, it is likely that one or more with several Survivors from the same
models will be in base contact with side, then the player who controls
an enemy, and must therefore fight! those Survivors must split the
combat. The result must either be a
single Walker fighting a single
Melee Phase Breakdown Survivor, a single Walker fighting
multiple Survivors, or a single
1. Advance Threat Level Survivor fighting multiple Walkers.
2. Split Combats Nudge the models apart slightly to
3. Establish Order of Combat make it clear which Walkers are
fighting which Survivors.
Choose each melee in turn and then:
This rule cannot be used to take a
1. Resolve Handgun attacks Survivor out of melee altogether – if
2. Resolve Melee a model is engaged, it must fight!
3. Push Back
4. Resolve Damage
Establish Order of Combat
Every model in base contact with an
Melee is resolved separately for
enemy model in that melee will
each group of models in base
fight, striking simultaneously. If you contact. If there are several groups
don’t have enough dice for both
of combatants on the table, the
players to roll all at once, simply take
player with Initiative decides the
it in turns and keep note of your
order in which combats are resolved.
scores. When fighting against
Walkers, your opponent rolls the
dice on their behalf. Resolve Handgun Attacks
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The Survivor makes a normal ranged Survivors are poor fighters, or are so
attack that must target one enemy well-equipped with armour that they
model in base contact. have a better chance of surviving
melee if they fight defensively rather
There is no need to randomise who than offensively. Before making a
is hit if there are other friends in the melee attack roll, a player must
fight, and only a single shot can be choose whether the models on their
taken, regardless of how many the side will attack or defend. The player
weapon can normally fire. with Initiative always chooses first. If
both players opt to defend, no blows
If the shot kills the opponent or lays are struck.
them prone, this may mean that the
Survivor with the handgun is no If several models on the same side
longer engaged in melee. As this is are involved in the combat, they
not a melee attack, the enemy must either all choose to defend, or
model is not pushed back. This all attack – they cannot split their
means if it stands up again before dice between attack and defence.
the shooter moves again they will be
engaged in combat again. Needless to say, Walkers can never
choose to defend!
If the model that fired is still
engaged after the shot is taken, it Unlike ranged attacks, a model does
may only choose to defend in the not have to have a Melee Weapon
following melee. If other models on card in order to attack in Melee – as
the same side wish to attack rather long as it has one or more dice listed
than defend, then the firing model under its Melee value, it can kick,
contributes no dice to the combat. punch and head-butt without a
weapon! However, some models are
As always, gunfire may cause such poor combatants that they
MAYHEM and any Walkers attracted have no Melee value. These models
into the fray do take part in the can only attack in melee if they have
melee. These new combatants may a weapon or rule that grants them
require combats to be split again as dice. If they have no such weapon
detailed on page 21. This must be and/or bonus, they can only choose
done before any further melee takes to Defend in melee.
place.
The Melee Attack Roll
Resolve Melee
To make a melee attack, a player
Most Survivors will choose to attack must roll the number and type of
their opponent with whatever they dice specified by their models’
have to hand. However, some Melee characteristic, adding any dice
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indicated on their Melee Weapon Push Back
cards and special rules, if applicable.
As soon as a winner is determined,
If a model has several melee the losing models are instantly
weapons, it must choose one before pushed 1” directly away from the
any dice are rolled: it cannot add the winners, by the shortest possible
bonuses from more than one route, as shown.
weapon to its Melee value.
A model cannot enter base contact
If a model has chosen to defend, it with an enemy model as a result of
instead takes the dice equal to its being pushed back. If a model
Defence value, plus any bonus dice it cannot be pushed back due to the
is entitled to thanks to its armour or proximity of other nearby miniatures
other Equipment. or scenery, all of the winners are
pushed back instead, exactly as if the
All models on the same side roll their losing model had won the fight.
dice together, and each side totals
up the number of successes scored. Resolve Damage
The side with the highest roll is the
winner. If the combat is drawn, a
Models are wounded in the same
‘winner’ must still be determined for way as described for Shooting on
the purposes of Push Back as page 14, with the difference in
detailed below, even if there are no
successes determining the number
other effects. In the case of drawn of health points lost.
combats, use the following criteria
to determine who pushes back the
If a defending model wins a melee, it
enemy:
may not cause any damage against
its opponents – it merely pushes
Survivors always beat them back as it fends them off.
Walkers
Survivors with the Initiative
Single Combatants Damaging
always beat other Survivors.
Multiple Opponents
Note: If a model is required to roll ⬛
If a single combatant beats multiple
as part of its attack (because of a
opponents, the player that won the
weapon rule or other special rule),
melee may divide the total amount
the ★ is not counted as part of the of damage caused between all
melee attack roll. The Action Dice is enemies in base contact – it may all
only rolled when a winner has been be allocated against the same
established – the winning side rolls model, or split freely between them.
any Action Dice it is entitled to, and
the additional effects are applied.
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Headshots in Melee Additional Melee Rules
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5. The End Phase End of Turn
Once all melee is over, it’s time to Any special rules in play that require
see if any prone Walkers get back up checks or effects ‘at the end of the
again, and see if infection starts to turn’ should be applied now. If there
set in for the bitten Survivors. are several of these, players should
take it in turns to resolve them,
beginning with the player with
The Dead Return
Initiative.
The player with the Initiative
The turn is now over. Start a new
chooses each prone Walker in turn
turn, beginning with the Initiative
and rolls ⬛ for each. On a ★, the Phase on page 10.
Walker stands up, ready to act
normally next turn. On a blank, it
stays down.
Infection
Issuing Orders
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Scenario: The Walking 1. Scenery
Dead For each full 20" square section of
board you are using, you will need 4
This scenario is a generic set of rules Wrecked Cars and 6 Barriers.
that can be used for games of all
sizes. Narrative scenarios or games Divide the scenery evenly between
with alternative objectives can be the players. Beginning with the
found in future expansions. player with Initiative, take it in turns
to place the pieces in the gaming
Two groups have located a large area in the following order. No
cache of potentially invaluable scenery piece may be placed in the
resources, and will stop at nothing to dead centre of the board.
claim the supplies for themselves.
Unfortunately, the resources are in Wrecked Cars must be placed in the
the midst of a swarm of Walkers, Walker zone (see map [at least 5"
and reaching them will be far from from the Survivor deployment
easy… edges]), and cannot be within 2" of
each other or of the board edges.
Survivor Groups
Barriers must be placed outside the
Before the game, the players must Walker zone, and may not be placed
agree on a points limit to play to. within 2" of any other scenery piece.
They then each select Survivors and
Equipment totalling no more than 2. Walkers
this limit, as described on page 27.
You will need a number of Walker
Setup Initiative models chosen to the same points
limit as the game, rounding fractions
One player should roll ⬛. On a ★, up. Walkers are 15 points per model,
they have Initiative for the setup so in a 50-point game you would
part of the scenario. This is used to need 4 Walkers, while in a 300-point
determine elements of the game game you would need 20. This boxed
setup, described below. set contains 12 Walkers, for games
up to 180 points.
Setup Instructions
Walkers can be placed anywhere in
the Walker Zone, but not within 2"
Insert map with captions, showing
of each other and not in the dead
Survivor deployment edges (long
centre of the board. Beginning with
edges if a bigger board) and walker
the player with Initiative, players
deployment zone.
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take it in turns to place Walker Game Length
models until they are all deployed.
The game lasts until one of the
3. Supplies Victory Conditions below has been
met, or at the end of any turn in
The players must place nine supply which the Threat Tracker is at
counters on the board as follows: maximum.
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Reference Handgun: These weapons may be
fired at the start of melee, as
described on page 21.
Ranged Weapon Keywords
Multiple Shots (X): The number in
Armour Piercing: The target must brackets is the maximum number of
deduct one die of their choice from shots this weapon may fire as a
their defence roll when targeted by single Action.
this weapon.
Reliable: Ignore the first failed
Assault: when firing Multiple Shots ammo roll this weapon suffers in the
with an Assault weapon, the shots game.
do not have to be allocated against
the same target. Instead, shots after Rifle: Rifles may fire up to a range of
the first – whether or not it was 30”. In addition, you can aim, and
successful – may target any model
add ⬛ to the ranged attack roll
within the Kill Zone of the original
when firing this weapon. However,
target that is within range.
doing so will use two of your actions
instead of one.
Blast: You may not add your Shoot
value to a Blast weapon’s ranged
Shotgun: After successfully
attack roll. Centre the Kill Zone
damaging a target up to 6” away,
template on the target. Any model,
Shotguns add ⬜ to the number of
friend or foe, even partially touched
health points lost. However,
by the template is hit. Roll the attack
Shotguns cannot cause Headshots at
dice for each target separately.
ranges greater than 6” – any !
MAYHEM is calculated from the
symbols rolled when firing at a
initial target, not the shooter.
target over 6" away are ignored.
Deadly Precision: You can choose to
Unreliable: Roll ⬛ after resolving
aim, and add ⬛ to the ranged attack
roll when firing this weapon. each shot with this weapon. On a ★,
However, doing so will use two of the weapon jams and may not be
your actions instead of one. This rule used for the rest of the game.
replaces the bonus dice for Rifles.
Melee Weapon Keywords
Forceful: When firing at Point Blank
range, any model wounded by this Bludgeon: After winning a melee,
weapon, but not killed, is laid prone. roll ⬛ for each surviving enemy. On
a ★, the enemy model is laid prone.
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Bulky: This weapon takes up both
hand Item slots when in use, but
only one Pack slot.
Other Keywords
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