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TWD FAQ and Errata .pdf

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FAQ, Errata, and Additional Rules
In this document you will find clarifications and corrections
to the core Walking Dead: All Out War rules. If a question
comes up in your games that isn’t answered here or in the
rulebook, get in touch. This is a living document, and it will
be updated as new expansions and cards are released,
and as new questions arise.
For tutorials and explanations of the core rules, check out
our Youtube channel HERE.
Updated 27th Feb 17; see sections in red.

This section deals with those situations in your games
where a rule could be interpreted in different ways, and
may need some clarification. It won’t happen often, but
when it does, this is the place to look!

Attack Rolls – Modifiers and Re-rolls
As more equipment appears in the game, there may be
situations where both players have a piece of equipment
that affects the other, so whose rule applies first?
Essentially, if any piece of equipment allows you to modify
the dice pool or re-roll any dice, each player applies any
rules from their own cards before applying any rules from
their opponent.
For example, an attacking Survivor has a weapon allowing
it to re-roll an attack die, and the defending model has
armour that forces their attacker to re-roll an attack die. In
this case, the attacking model must decide whether to use
its weapon to re-roll any dice first. After the attacker has
re-rolled any dice, then the defending model can then use
its armour to re-roll dice from the attacker’s final dice pool.
This is the only way that a die can be re-rolled twice - when
an opponent’s rule allows them to re-roll one of your dice
and you have already re-rolled it. Otherwise the standard
rule applies – you may never re-roll a re-roll.
In addition, equipment and special rules may only affect
the Survivor using them unless stated otherwise on the
card. For example, a Bruiser with a Baseball Bat may reroll a red die. This may only be a die originally rolled by
the Survivor itself – in a multiple melee with a Walker for
example the bat could not be used to re-roll the Walker’s
die. It may be necessary to roll the dice for each combatant
separately in the case of rules such as this.
In the event of confusion, follow this guide, in order:

1. Each player chooses to attack or defend as normal
(if applicable).
2. Each player takes the number and type of dice
listed under their Melee or Shoot value (depending
on the type of attack).
3. Each player adds any dice indicated by their
equipment cards or special rules.
4. Modifiers (such as Cover, Riot Gear or Tyreese’s
Beatdown rule)

a. Each player adds or removes dice granted by
their own equipment or special rules.

b. Each player adds or removes dice granted by
their opponent’s equipment or special rules.
5. Both players roll their dice.
6. Re-rolls (such as the Stab! special rule, or a Survivor
Dual-Wielding weapons)

a. Each player chooses whether to re-roll any
dice allowed by each of their Survivors’ own
equipment or special rules. Even if multiple
rules allow re-rolls, they must all be rolled at

b. Each player chooses whether to re-roll any of
their opponent’s dice allowed by their own
equipment or special rules. Even if multiple
rules allow re-rolls, they must all be rolled at
7. Bonus Dice (granted by cards such as Lucille or the
Arctic Warfare Sniper Rifle)

a. Each player rolls any dice granted by their
own equipment or special rules.

b. Each player rolls any dice granted by their
opponent’s equipment or special rules.
8. Compare results and determine winner. Remember
that even if the results are drawn, a winner must still
be determined as per page 23 of the core rulebook.
9. Follow-up Rules (such as the Dirty Fighter special

a. Each player resolves any effects dependent on
winning or losing an attack from their own
equipment or special rules.

b. Each player resolves any effects dependent
on winning or losing an attack from their
opponent’s equipment or special rules.
10. Compare final results, and determine damage
caused by the winner, including bonus damage
(see below).

Bonus Damage

Multiple Melee & Bites

Bonus damage granted by rules such as The Muscle or the
Sharp keyword is not considered to be part of an attack
roll, and is applied after all regular damage.

In multiple melees, you must roll the dice separately for
Survivors and Walkers on the same side. Only the Walker
dice can cause Bites, and only the Survivor dice can cause
Headshots. If both sets of dice include a !, the opponent’s
Survivor will be Bitten and take extra damage!

Therefore, if damage caused by these rules kills a Survivor,
it will not cause a headshot even if one was rolled as part
of the attack.
This bonus damage can also not be prevented by rules
or equipment such as Football Pads that reduce attack
damage – their rules apply to the main attack only.

Remaining in Melee
In most melees, one model will push the other back, and
the combatants will end the turn apart. However, there
may be a situation where opponents end the turn still in
contact with each other.
Note that this means they will start the following turn
already engaged, and will not be able to act.


Prone Models in Melee
Prone models may only be attacked in melee if their
attacker is not in contact with any standing enemy model.
If an attacking model does have a standing opponent, the
prone model takes no part in the melee at all.
If a Survivor is in contact with a prone Walker, but is instead
fighting a standing enemy, remember that as per the
Remaining in Melee section above there is no Push Back
stage between the Survivor and the prone Walker. This
means that if the Walker stands back up in the End Phase,
the Survivor will start its activation already engaged, and
will not be able to act.

Headshots and Bites without Damage
If the dice results in an attack are equal and no damage is
caused, no headshots or bites are caused either, regardless
of how many were rolled on either side.
For example, if Rick rolled
, scoring
and , and a
Walker rolled
, scoring
!, the scores are equal and
the melee is drawn. Survivors always beat Walkers, so Rick
wins, pushing the Walker back, but doing no damage. Rick
is not bitten – the Walker’s headshot is ignored.

Swapping Items
When swapping items, you can pass around supply
counters as well as cards, and counters do not have to
stay with the supply card they were picked up with. The
counter represents a stash of food, medicine or clothing
that has no effect on gameplay – any equipment found
with it is unrelated.

In this example, Sandra and Patrick have both
moved into contact with Rick to fight him in
melee. However, in the Event phase, a Walker has
been drawn into contact with Sandra.
As per splitting combats on page 21 of the core
rulebook, Sandra must fight the Walker behind
her, while Rick fights Patrick.
Rick wins his melee against Patrick, and Sandra
defeats the Walker, so the Walker and Patrick are
both pushed back.
However, as Rick and Sandra have not moved, they
will end the turn still in contact, and cannot act
in the following turn. Unless more models move
into contact and split the combat again, Rick
and Sandra will fight each other in the following
Melee phase.

Any ! rolled on a Blast attack can only be applied to a
single model each, chosen by the attacking player – they
do not apply to every model hit by the template.
In addition, when playing solo or co-operatively, there is
no opponent to reposition the template for you, and it’s
hardly fair if you do it yourself! When there is no opponent
and a Blast attack misses, roll
. On a , the template
moves " directly away from the shooting model. On
a blank, the template moves " directly towards the
shooting model.

Events and Supplies – Which to Use?


When playing a standard game, only the event and supply
cards found in the Core Set (or the Prelude to Woodbury
events if playing solo) should be used. Only one set should
be used even if you have multiple copies.

The mistakes listed below only appear in early print-runs
of the game. If you have a copy from a later print run you
will find that these corrections have already been made.

The cards from the expansions should only be used when
playing those scenarios, or if you have agreed with your
opponent that your game will have a similar setting. These
can be mixed and matched if appropriate (if you had a
game set in the woods (Days Gone Bye cards) but at night
(Made to Suffer Night Fighting cards).

Days Gone Bye Expansion

Page 4, Beacon Special Rule - Walkers already in
contact with a scenery piece with this rule are not
considered eligible to react to the NOISE it creates
- it will draw in the next nearest Walker.

Page 12, Chapter 5 - The text states to place the
scenery 6" away from the campfire, whereas the
diagram shows it within 6" of the campfire. The
diagram is correct - read ‘6" away from’ as ‘within
6" of’.

The Herd Event Card

Page 13, Chapter 5 - Add the following paragraph
under the Wake Up! Rule:
• If a tent is destroyed by fire while Survivors are
inside, each of them takes
damage and is
then placed prone in the space where the tent

Walkers moved by this card follow all the normal rules –
moving 6" only in straight lines, and stopping at obstacles.

Page 19, Healer Special Rule - Cost should be 20
points rather than 12 points.

Roamer Booster – Surrounded Event Card

Remington 700 Equipment Card - Range should be
30" rather than 10".

Molotov Supply Card - Replace rules with: Blast,
One Use. Adds
to ranged attack roll. All
! rolled are ignored. Each Walker beneath the
template receives a Burning Token.

The event cards in the Walker and Roamer boosters are
for when you want a real challenge! These cards will result
in a lot more Walkers on the table, so shouldn’t be used in
beginner games, and should ideally be used in games of
300 points or more.
You can find out which cards are in which set in the
component list here:

Any Walkers placed by this card are placed outside the
edges of the template, not within it.

Motorcycle Helmet
This card only ignores Headshot damage, i.e. that dealt by
Survivors rolling !. It does not ignore Bites.

Carl, Trainee Sharpshooter
This card’s name should be ‘Carl Grimes’ instead of simply
‘Carl’. It cannot be used in a Survivor group with any other
copy of Carl Grimes.

Shane Booster

Shane Survivor Card: Shane’s Gung-Ho ability
should be limited to once per game.

Roamer Booster

Rouse Lurkers Event Card – the number of Walkers
placed should be
rather than
. For clarity, you
must roll separately for each supply counter, rather
than applying a single result to all counters.

This section presents additional, optional rules that are
not part of the core game, but that you can apply to your
games if you wish, and if your opponent agrees. Some of
these rules are introduced in later expansions as scenariospecific rules, but by listing them here they can be used in
regular games as well.

Attracting Walkers
To keep you on your toes, if MAYHEM is caused and no
Walkers are moved as a result, instead a Walker enters
play at the point on the board edge closest to the source
of the MAYHEM, outside of any Survivors’ Kill Zones.

Currently, all windows in buildings are assumed to be
open, and are simply Traversable and Defensible, to keep
things simple. However, with these rules you can make
breaking and entering a little more risky!
You should decide before a game which windows are open
or already broken, and which are closed and will require
Smashing first (see page 2 of Days Gone Bye).
When moving through a window from the inside of a
building to the outside, follow the normal rules. When
moving from the outside to the inside however, the window
must be Smashed first to break it open. Windows have a
Defense of
. Remember that this causes NOISE!
In addition, when shooting through a closed window, it will
be automatically Smashed by the attack, and will cause
NOISE, as above, resolved after any MAYHEM or NOISE
caused by the weapon.

TWD FAQ and Errata.pdf - pagina 1/4
TWD FAQ and Errata.pdf - pagina 2/4
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TWD FAQ and Errata.pdf - pagina 4/4

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