The Walking Dead: All Out War – Solo Tutorial Playthrough

In the All Out War review post previously, I mentioned that I would do a game run through for you all and what better way to show you then to play out the introductory solo game that comes in the core set.

First things first, build a gaming area. Now there isn’t anything in the box for a gaming matt so to speak, so simply make a square gaming area of 10″x10″. I just used some tape to mark out the area (Its rough I know!) This is the area you’ll be playing in. (See pictures above and below for reference.

The next thing you need is your gaming components:
1) Sandra & Patrick models & character cards
2) 3 Walker models & the walker card
3) Event & supply cards
4) Threat tracker dial & kill zone maker.
5) All dice & range ruler
6) 2 Health tokens & 3 Objective markers

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As this game is the introductory from the starting book, I thought it would be best to follow it as close as possible to give a clear step-by-step process. So, lay out your components on the start positions as you see above. There is no rolling to see what side goes first for this intro, its broken down simply for you to start playing and understanding the basic mechanics. To begin, firstly, set you’re threat tracker on Number 4 and then move Patrick forwards 4″ by sneak. (sneaking doesn’t create noise, more on this in a second) and then move Sandra a full 8″ forward, running to the objective in the top left corner. Creating noise in the process. Your gaming area should now look something similar to below.

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Now, Noise. Because Sandra ran towards the objective, running always creates noise and resolved immediately. Any Walker in 10″ of the person creating noise immediately shambles 6″ directly towards the model. In this case, 2 Walkers are within 6′ of Sandra and shamble towards her so there base to base contact.

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Once all movement has been finished, we now grab the ‘Kill Zone’ dial and place the centre whole above all walkers on the table. If any unengaged walker has a character within its kill zone, that walker then makes a 2″ shamble to be in base to base contact. (see below)

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Now, phase 1 has ended, we begin phase 2. First off all we draw our first event card. This will have an action to be played out instantly. As we are currently in ‘Low Threat’ (see threat tacker) we read what is says on the card in that area. Seeing as all Walkers are already engaged in combat, we don’t need to full-fill this. But, the card says to +1 to the threat tracker, moving us from 5 to six. (see below)

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As this is the combat phase, heres where we begin to roll some dice. If you are out numbered in combat, the walkers will gain extra attacks, making it more likely for them to win the combat. So Sandra currently has 1 attack against 3. Being so early on in the game, I opted to defend with Sandra giving me a white dice.

Combat is represented by coloured dice. Red is standard, White is medium, Blue is best. If Sandra defends I get 1 white dice, helping me to balance the odds against 3 red dice.

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Lets show you the basic combat mechanics of Patrick first, as this is a one on one combat. Patrick has 1 white dice for his melee, against the 1 red dice for the walker. We roll, and Patrick has rolled a 2 against the walkers 1, meaning Patrick wins combat by 1 point. So the walker moves back 1inch and is knocked prone. At the end of the combat phase, we can see if he gets back up.

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Now, Sandra being outnumbered needs to roll high to try and beat her attackers, who roll awfully. Sandra wins combat by one pushing back both walkers 1inch and knocking them prone.

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After each combat turn we roll the black dice. On the shield icon, they stand up, and the blank they remain laying down. The two fighting Sandra immediately stand back up and the one fighting Patrick stays prone on the floor.

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As this is a tutorial, You always win the initiative and with that in mind, I sneaked both characters to grab a single objective marker each.

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Objective markers are how you win the game. The idea is to grab as many objective markers as you can before the threat level reaches is maximum where the game will end. By both grabbing a single objective marker and placing that on their cards, you can now pull a Supply Card for each character. Brilliant! I’ve pulled two combat weapons which both allow me an extra dice in the combat phase. These walkers are going down now!

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Because no noise has been made this turn, we didn’t create any mayhem, so it’s straight onto the kill zone dial to check what walker is in range of what / any human. As you can see, only one walker was in range of Patrick this turn and shambled towards him. Sad times, Sandra just picked up a hockey stick, I wanted to knock a walkers head off. Luckily for me, that item remains hers so maybe next turn I can do this.

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Just like before, each combat phase we +1 to the threat tracker, this keeps the game moving quickly and allows all event cards to through in some extra detail for our game play. That being said, I pulled a card which means I had to select a character not in combat to make noise. As Patrick was in combat, it had to be Sandra.

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By Sandra making noise, any walker within 10″ of her has to make a 6″ move directly to her, stopping for any obstacles, combats etc. As there was only 1 walker free to move and well within range, Sandra was back in combat again. (Yes! Maybe I can use that Hockey Stick after all)

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If you’re following my play through, you should have something that looks like this (See image below)

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Combat turn again and thanks to both characters pulling a combat weapon from the supply deck, both can roll and extra attack. Sandra wins combat, knocking her walker prone, whereas Patrick not only wins combat, but makes a headshot. ‘Headshot‘ in All Out War, is the only way to kill a walker out right and as a result, is removed from the game. (see below)

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After the end of combat, we roll for any prone walkers to see if any stand up. The fighting Sandra just doesn’t want to stay down and climbs back to his feet whereas the other is still refusing to stand.

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With the opportunity to end the game, Patrick sneaked 4″ to grab the objective, where as Sandra made a run for it to join him and to try and get away from these lurking walkers.

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By running, Sandra created noise, which means anything in 10″ of her must make a full 6″ move directly towards her. So the walker fighting her last round, shambles up and is just out of range to get in base contact this turn.

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Forgetting the order of play, I believe you must activate a single model at a time completely both actions before moving another. So forgetting that small mishap (Hey i’m new go easy on me!) I pulled a Supply Card for Patrick grabbing the objective. And what a surprise this was. A lurker card.
This effectively is a walker hiding in wait to reach out and attack any human passing by. Immediately resolve this combat attack before proceeding.

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This time round I decided to defend with Patrick. (On reflection, I should have just attacked with him, as he is much better at attacking then defending!) With the lurker rolling a 2 and Patrick only rolling a 1, I lost combat and as a result, I lost a single point of health and become bitten. As this will be the last round of combat, I will explain this rule now.
Bitten – at the end of each combat round, roll the black dice. On the shield you’re okay, on the black, you take another single point of damage. This rule is a bit nasty as is one that can slowly kill you if you’re not careful! There are thing you can do and character special rules to help resolve this, but for now, lets stick to the tutorial of the game.

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Finally, we come to the last combat round of this introductory, so grabbing our ‘Kill Zone‘ dial once more, we place this directly over the walker and see what models are within its ‘Kill Zone‘. Easily being both characters, I opt to move into combat once more. Lets see if I can bite her too!

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I still really want Sandra to do some damage here so I opted to attack normally as It would be my 2 attacks against the walkers 1. Winning the combat, I push back my attacker and knocked them prone once again.

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Final thing to do this stage was to roll and see if both walkers stood up. Being the last round and the game would be ending, normally you wouldn’t need to, but to complete the tutorial step-by-step, I thought why not, lets play it out as if I was continuing for another turn. That being said, the walker who has be prone the whole game climbs back to his feet whereas the other remains prone.

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And after all of that… you should have something that looks a little like this:

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Conclusion:
All Out War is: Super fun, very easy rules to learn, lots of added extras as you play through the game like the threat tracker and event cards. (I didn’t quite realise how much Event Cards added at first glance) and a quick / very thematic game to play. In bigger games you can equip yourself with guns and other items that create noise, I can see how quickly the treat track could go up if everyone kept shooting guns all the time! I really like this game, very well constructed and lots of fun to be had.

If you like anything of what you see here, check out the game for yourself on the links below:

Mantic Games – CLICK HERE
Element Games – CLICK HERE


Element Games - Wargaming Webstore
Element Games - Wargaming Webstore

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