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The Walking Dead - No Sanctuary - Rules Summary v1

The survivors win if they complete the scenario's victory conditions, and lose if the leader cannot draw event cards, morale reaches 0, or a survivor is defeated by having an empty survivor card deck. During their turn, survivors play a card, perform a maneuver like moving or hiding, and take an action such as searching, assisting, or grappling. Walker phases involve reanimating corpses, walker activations moving towards humans, and placing new walkers. Rounds involve planning, survivor turns, resolving events and objectives, and the walker phase.

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0% found this document useful (0 votes)
834 views2 pages

The Walking Dead - No Sanctuary - Rules Summary v1

The survivors win if they complete the scenario's victory conditions, and lose if the leader cannot draw event cards, morale reaches 0, or a survivor is defeated by having an empty survivor card deck. During their turn, survivors play a card, perform a maneuver like moving or hiding, and take an action such as searching, assisting, or grappling. Walker phases involve reanimating corpses, walker activations moving towards humans, and placing new walkers. Rounds involve planning, survivor turns, resolving events and objectives, and the walker phase.

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Mat
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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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