Collins tells the tale of the walking dead
Recommendations: 79
About the Project
In this project I will tell my own tale set in the world of the walking dead. I'll be playing solo games on bespoke boards and trying to cartoon them myself for your enjoyment. This is a slow going project so don't expect a lot quickly, also don't expect it to follow the established storyline of the walking dead. I have not made enough sacrifices to the dice gods to make that happen. Will Rick survive past game one? who knows!
Related Game: The Walking Dead: All Out War
Related Company: Mantic Games
Related Genre: Horror
Related Contest: Spring Clean Hobby Challenge 2023
This Project is Active
E10 - Party Politics
Pre-Game Blah
Remember to go view my other project to see me make and paint all this cool stuff.
Here Brain Philip is guiding Lilly and Bob back to a house he knows is safe for the time being. This game is designed to be a bit of a base defence, our heroes will start in the house and have to fight off as many zombies as possible.
Objectives
- hold you nerve
- stay in power
- stay alive
- kill at least 10 zombies
Intro
Having lost poor Scott to blood loss and been forced to abandon him to his reanimated fate in the woods outside the gas station Lilly and Bob are guided by someone calling himself Philip Blake to a nearby estate that seems to be a bit upmarket, or at least would have been before the end of the world happened
ok so some of you may have detected a bit of pisstaking in this episode.
I did play it seriously but then I couldn’t resist prodding fun at the current situation for the country during the writeup.
A lot of ammo was fired and used up with only one working gun by the end of it. Too much close combat effectively made the situation too dangerous in the end and before becoming overwhelmed they ran back into the house and barred the doors.
They did manage to take out 11 walkers before giving up. How they’ll get out of Wiltshire Estates remains to be seen as in the original story it doesn’t exactly go well with a certain ‘all dead do not enter’ note being found by Rick’s group when they fled from the estate.
E9 - Just Surviving
Pre-Game Blah
Remember to go view my other project to see me make and paint all this cool stuff.
Whilst Rick and co are doing their thing, other people are also trying to survive the apocalypse. Here we join Lilly Caul and her ragtag group of survivors. Bob Stookey (an old army medic) and Scott Moon (her friend Megan’s dumb as shit boyfriend/fuckbuddy). Lilly’s boyfriend Joshua and best mate Megan are absent (because Manic’s license lapsed before they could make them) as they’re looking after camp or something convenient like that.
There are enough walkers to cover the 4 characters costs, they will however be split to help the story element i’m trying to tell.
Objectives
- search the scene for supplies
- stay alive
Intro
Lilly and her travelling companions arrive at a fuel station, eager to find something to make their existence even mildly bearable. as the make their way forward they can see that there are a lot of biters around, mores than they’d expect to see. maybe something else is going on here, some other survivors maybe?
post game blah
Another death! poor young Scott Moon got surprised by a lurker and bitten, after running away with the others he failed his rolls and due to blood loss succumbed to his injury. not even the old combat medic Bob Stookey could save him with his bandages and medkit with an emergency amputation.
Lilly also suffered being chomped on. Scott, in his excitement to impress, failed to batter the first biter they came across, merely knocking him down and moving on to the next. Her wound was not so bad and Bob used the bandages he found to patch her up before using the medical kit on her post game. She’s fine but has lost some HP permanently.
Brian turns up and joins the group managing to show them the way out, he did knock down quite a few biters before hand but never took one out of action.
The game ended when the threat dial went to 18. The car alarm and gunfire ramped it up fast and the group only got 4 supply counters out of 10.
Bob was doing quite well all game, managing to hold his nerve and deal with the problem presented to him, even saving Lilly with his last bullet from the .38 special. Unfortunately he did lose it once towards the end screaming so loudly that it attracted a biter dangerously close that Lilly then had to put down with her pistol
E8 - Bad Blood
Pre-Game Blah
Remember to go view my other project to see me make and paint all this cool stuff.
Rick and Shane have become more and more frosty with each other. This coolness has led to a conflict that will quickly escalate should it go wrong.
This game is straight out of the ‘days gone bye’ boxed set but I increased the points cost for everyone to have a ranged and close combat weapon.
Objectives
- survive the game
- Rick to deal with Shane
- Shane to deal with Rick
- Carl to survive the encounter
Intro
The air is cold, heavy and tensioned. Rick and Shane are on a patrol around the camp to keep the walkers at bay. Rick suspects that there has been something about the time Shane spent looking after Lori and Carl on the way up to Atlanta. He chooses the quiet moment to talk it through and warn Shane off…
This was a fun one! and we have finally had our first onscreen death! I thought we would lose Donna in the last game but nope she struggled on through on one health.
this game showed me how powerful Rick’s revolver actually is. the armour piecing trait that removed a defence dice is massive and the double blue roll big numbers regularly. there is a lot more consistency with it than there was with Shane’s attack. He could do lots of damage but was just as likely to do none thanks to the dice types he has.
the mechanic of not shooting/attacking at each other until medium threat is nice and the endless waves of walkers stops you from clearing them all out then juking it. The only thing that stopped me from shooting was the risk of headshots and the need to roll ammo checks. thankfully this was rare.
The ending turned out perfectly too. Rick got the last shot in that ‘killed’ Shane but it also drew in the nearest walkers into him to munch on him a bit, a fantastic ending for Shane… He may come back though based on post game campaign rolls, we’ll see…
E7 - Ready to Roll
Pre-Game Blah
Remember to go view my other project to see me make and paint all this cool stuff.
At the camp outside of Atlanta there is a feeling that moving on is probably for the best.
This game is straight out of the ‘days gone bye’ boxed set although fudged slightly as I do not have an RV model (poor planning! sorry!). As such I’ve subbed in a pick up truck as the sponsor of this show asked me to shoehorn it in, just like the Hyundai IX35.
It’s the first time we’ll be meeting the rest of the camp inhabitants such as Andrea, Amy and the children Sophia, Carl, Billy and Ben. I added in Billy and Ben as they’re Donna and Allen’s children. I’m not sure why they’re not in this match to start off with, I assume its to do with ‘release order’ of the models. anyway, my game, my fun, my way, they’re in (and will do √FA)
I added in a couple of wrenches to make repairing the RV easier, especially for Jim as he gets to do 2 rolls for the price of 1 action. I plan to rush people to the RV and start fixing it ASAP and not get into combat quickly, as the fire makes ‘noise’ each turn I’ll need to ‘deal with’ at least one walker each turn before taking into account the event cards. therefore, if 1 shoots with a silent bow (Andrea) the other 3 can try and fix the truck, the minimum they can do it in is 2 turns. even though its a 50:50 roll, the re-roll will help a lot with it. Grease Monkey Jim will do nothing but repair and search the RV for useful kit.
Objectives
- Repair the RV (8 successful repair rolls)
- minimal casualties
- keep threat low
- no walker gets near the fire (ends game prematurely)
Intro
Running low on supplies and coming to the realisation that hanging around Atlanta isn’t going to work out as the emergency services, army and government are all dead and gone. Before they can hit the road however Jim needs to fix up the pickup truck, he doesn’t manage it during the day so working late into the night he keeps at it whilst there is a foul smell in the air…
The plan started well, Jim, Donna and Amy made good on starting to fix the pickup truck. The one who let the team was the only one who was good at shooting, Andrea, who missed basically every single shot she took.
That meant that Donna had to defend against a walker that got too close and Amy then took over blocking duty so to maximise the wrench re-rolls on the truck.
That all kept below the threat threshold for everyone waking up and as there were no firearms on the table at the time there was very little mayhem that would wake individuals. right up until Jim found a molotov in the pick up and then threw it as a ‘spare’ action. He fluffed his roll for it and that meant it scattered back towards him and donna 3 inches which meant it landed on the from of the pickup and caught Donna fully. She suffered a couple of wounds from that and then everyone woke up.
It is at this point that all hell let loose with everyone loosing shots off at walkers in every direction. that led to walkers changing direction on a semi regular basis which caught a few people out (Dale and Glenn).
Donna panicked and ran off whilst Jim finished fixing the pickup. This led to a nice story moment where Lori rounded up all the kids at the fire pit and Allen ran to try and save his wife.
The game came to an end after 4 turns because the pickup was fixed. Donna was left on one health and the threat had gotten up to 14/18, the kids and ‘low’ nerve level characters basically just did their best to reduce the threat level whilst the more useful people did useful things. There was plenty of combat which was fun, Donna was good at defending but overall not many walkers were killed, and those that were simply respawned in the nearest wood and rejoined the fight!
An intense and very very busy board.
E6 - Campfire Tales
Pre-Game Blah
Remember to go view my other project to see me make and paint all this cool stuff.
Welcome to the camp outside of Atlanta here you’ll find lots of tents and some BBQs.
This game is straight out of the ‘days gone bye’ boxed set including the slightly increased points allocation due to collecting 7 supply tokens in the last game. this allowed for Rick and Shane to both have shotguns and for Dale to keep a rifle too. Jim and Allen had to settle for hand weapons of opportunity and the ladies of the group are forced to start with nothing. but that’s ok, because Rick hasn’t had chance to teach them how to shoot yet…
Objectives
- any 2 of either Carol, Donna or Lori need to make it back to the red tent
- minimal casualties other
Intro
Life at the new Atlanta camp is periods of extreme boredom punctuated by chores. Be it chopping fire wood, going on supply runs or simply washing clothes down by the river, everyone has tasks to do. Today is laundry day and Lori, Donna and the recently widowed Carol are returning to camp with the clean wet clothes, Dale is on watch and Jim and Allen busy themselves around camp. Rick and Shane disappeared off on a hunting trip early in the morning but things seem frosty between them. Just as the girls get within sight of the camp they find their path has been blocked by a herd of walkers, can Dale warn the camp in time and will Rick and Shane get back to prevent disaster…
the set up requires 14 walkers to be placed in a relatively small area. 14 is a lot of walkers and makes it hard to avoid them (which is the point of the mission).
however unprotected and incapable Donna, Caral and Lori are they were very useful at rolling ‘hold your nerve’ checks to try and reduce the treat. every time something ‘Boomy’ happened there was 3 opportunities to recover that threat and minimise the impact of the event cards. it worked quite well.
Being able to set up Dale Allen and Jim right on resource hubs (tents) made the early game an easy decision, search for all the good stuff. This time they came up trumps with additional weapons including a molotov which Dale swiftly threw at 3 walkers, killing 2. This then attracted all the others to one place which then made using firearms a viable tactic to draw them away from the girls. worked a treat and several walkers died in the process to boot!
Carol being recently widowed and so a little ‘unstable’ kept fluffing her rolls for activations so was often limited to one action on her turn. this was often a move. thankfully she didn’t panic.
There were fires in the game but they didn’t really have an impact and eventually a storm broke out and heavy rain ended play for the fiery walkers and trees.
Finally Donna and Lori left unstable Carol behind and got back to camp safely so that met the victory conditions. the camp gets to live for another day, but all that commotion must have attracted some walkers out of the city…
E5 - Dining Out
Pre-Game Blah
Remember to go view my other project to see me make and paint all this cool stuff.
This map is *somewhere* on a main highway into Atlanta (just go with it) and is where I’ll start introducing more characters. When we last left Rick he had found a horse and a hatchet that had his name on it and managed to escape with only losing 1 wound so there was no need for post game rolls etc. His model cost was 264 points given how tooled up he is with his extra bag o guns. That’s 17.6 walkers worth of points! when I realised this I stood the characters in this episode in front of their cost in walkers just to convey what a massive difference it is.
It is the first outing for the supply runner Glenn, at 48 points he only has to defeat 3 walkers to make his cost back, a much easier task…. if he was armed. as a supply runner he prefers to avoid getting into trouble and slip away without a fight so left camp with only a radio, backpack and a bottle of water.
The board had a few cars crashed, one being a resource hub (supplies in the flatbed) and the other 9 supply tokens have been scattered randomly. other features are trees, a vending machine a skip, a couple of barricades blocking the carpark and of course Emma’s Diner. The board is 24×24 inches (so too big!) and so looks to be a bit open and devoid of scenery, the walkers will have an easier time getting into contact on this map.
Objectives
- Recover as many supplies as possible
- Not lose already collected supplies (bag o’ guns)
- Not die
Intro
Glenn survives the daily apocalypse by being light footed and light fingered, he puts these skills to use doing supply runs for his camp set up on the outskirts of Atlanta. Glenn quietly approaches Emma’s Diner with the hope of recovering something useful from the abandoned cars and maybe some tinned food from the diner itself if it hasn’t been picked clean already. He did always have the knack for finding things others couldn’t though. Little does Glenn know that our hero Rick is about to roll into town, and little does Rick know that he’s bringing a crowd with him…
Post Game Wrap-up
Ho-ly Smokes! what a fun episode. most will be able to see it was somewhat scripted in that Rick was going to turn up with a load of walkers chasing him shortly behind. what I had not anticipated was Glenn falling victim to 2 traps and nearly dying from it and finding the molotov. The supply deck gods giveth but also taketh away twice as hard. The first item out of the deck also played right into this too, horse pills, ‘discard this card as an action to recover [rollwhitedice] health points. the survivors activation ends immediately and they are laid prone’. basically, take some ketamine and get high but be unable to anything afterwards. quite a good mechanic if you’re safe enough to use them.
In each coat that Glenn was in he failed to slip away using his 50:50 ‘Nimble’ rule which meant he had to fight each time. His defence is better than attack so he routinely defended but never inflicted any damage on anyone for doing so.
The event cards that came out early game ramped the threat level up quite a lot too, several +1 to the threats, the addition of combats also bumped it up on top of the standard single player +1 a turn threat. By the time Rick joined the party the threat dial was half way to the end.
The fun thing in this game was the molotov and learning how the ‘Blast’ keyword works. It seems to be something that is deadly to 1 or two models as you can only kill walkers using ! but would be devastating to survivors, which kinda makes sense. When Glenn lobbed it he did a decent damage roll that each model needed to defend from individually, which was impossible, but he didn’t roll any ! so no walkers died. everyone under the blast template was laid down and 50% caught fire as the molotov exploded. The Mayhem caused the threat counter to increase and pulled in all the remaining walkers that weren’t caught in the blast already who then also caught fire.
Sadly Rick fluffed his attack roll against the 3 walkers in contact with him, he wasn’t able to beat 6 red dice (5 hits and 1 !) with his 2 white dice (1 hit) and was overwhelmed. It really doesn’t take much to bring you down in the game. the ! result would mean he was bitten which is super dangerous so he did the only reasonable thing and sacrificed the horse to the walker lasagne to keep himself alive.
I house ruled that falling from the horse might mean he would lose his bag of guns. a 50:50 black dice decided the fate of that and came up golden sheriff badges to Rick got to keep hold of his looted weapons.
all that remained was to escape. I decided to add a 2 turn limit to how long the horde would munch on the horse before losing interest. that seemed reasonable too me. Glenn tried to collect one more supply token on the way out only to find it was a grenade booby trap. that cost him 2hp which was very lucky as one more and he would dead but the mayhem dragged away the closest walker for him to try and flee from (fail) then fight (defended successfully).
game ended with them both making it back to a board edge and at threat level 16.
Cards Used
- The herd
- Too quiet
- frayed nerves
- the hunger
- the hunger
- pandemonium
- alarm (for the horse 2 turn limit)
also, I think this episode has my favourite photo so far in it, the one of the walkers all turning up and moving between a car. its so very ‘walking dead’.
E4 - By Heel or Hoof
Pre-Game Blah
Remember to go view my other project to see me make and paint all this cool stuff.
Rick left the last game in a bit of a pickle, bitten and running low on HP he had some challenging rolls ahead of him to get through unscathed. Firstly he needed to pass his post game bitten medical checks to avoid suffering additional damage, then he needed to make sure he didn’t succumb to the bite. He passed both of these checks with flying colours and so there was no need to move on and paint up the ‘disfigured Rick’ or ‘walker Rick’ model.
This will be a true solo game (survivor vs walker) and so I’ve broken out the solo play event card deck for this one. should also increase the threat after every turn too to make things harder on yourself due to the lack of PvP gunfire etc.
Objectives
- visit the nearby farm house
- search for useful items
- keep moving onto Atlanta
- not die
The table for this game is abnormal and is able to expand depending on what I want/need it to do. It currently is 40 x 20 inches (roughly) but the deep cut studio mats line up quite nicely to help with this.
Only just managing to escape from Dinogas intact, Rick picks up his bag of guns, dusts off his body armour and checks all his cuts a scrapes to make sure he isn’t seriously hurt. That last walker at nearly was the end of him, when he bit down on Rick’s shoulder the pain was immense but thankfully the stab proof vest took most of the strength out of it and will leave Rick with only massive bruising and a sore shoulder for a while.
With no fuel for his car he has no choice but to abandon it and walk. A few miles down the road he comes across a small house in a pleasant wooded area. It is here Rick decides to try and scrounge up some fuel or food, whatever the current inhabitants can offer him. He’s sure they’ll help him, after all, people are inherently good.
Post game wrap up
This was a relatively simple game for Rick really and quite heavily scripted. A combination of event cards and a few shots from the shotgun did add a little pressure in the confines of the house and did force him out the back door. on a few occasions in early game Rick tried to hold his nerve to keep the threat down before he entered the house but failed, hence why it ended up being short ran out of threat counter, especially once he ended up in combats or shooting the occasional walker. Don’t forget that in solo games the threat counter ticks up every turn whether you want it to or not.
Overall though, a success, no injuries and looted a horse and a hatchet whilst continuing to make his way to up Atlanta.
E3 - All Outta Juice
Pre-Game Blah
Remember to go view my other project to see me make and paint all this cool stuff.
In this episode Rick has left his friends behind and is making his way out of town with a bag full of guns. His vehicle has run low on fuel and in order to make the distance he has stopped off at a petrol station to see if there is anything he can borrow. given the points value of rick and all the gear he has scrounged up to date means that there are 11 walkers on the table to start off with. That’s a tall order for someone to deal with.
This will be a true solo game (survivor vs walker) and so I’ve broken out the solo play event card deck for this one. should also increase the threat after every turn too to make things harder on yourself due to the lack of PvP gunfire etc.
Objectives
- search the fuel station for petrol (check the pumps!)
- search for other useful items
- help the living
- not die
Upon arrival at the gas station Rick sees that the place is crawling with undead. He’s not seen many on his way in and is tooled up to the max so is reasonably confident that now is the time to test out the newly acquired shotgun from the police station.
Taking down the first walkers he sees with ease Rick is quietly happy with his new toy. Although loud he is carful to keep out of sight so the walkers can never really identify him as lunch.
however, almost as soon as starts his search one of the walkers bumps into amnestying abandoned car in just the right way to set off the airbag and sound the alarm.
With the constant loud alarm coming from the car it seems to be attracting more and more walkers to it from the immediate area.
This gives Rick an idea, whilst the walkers are all distracted, utilise the opportunity to put them down… He moves to a slightly closer position and lets loose with his shotgun dropping most of them in short order.
The alarm however keeps going, for some reason the auto cut off after a few minutes doesn’t kick in and the alarm keeps sounding… gonna need to disconnect it somehow to stop it before it brings down the whole world on the station.
Then all of a sudden a horde turns up shambling unstoppably towards the gas station. Rick panics and runs down the to car to stop the alarm and manages to do it but is roundly taken by surprise when everyone he’s just shot stands back up and swamp him.
The report of the shotgun and revolver ring out around the gas station and then finally over the low level groans that seem constant a scream can be heard…
Seeing the writing is on the wall and that he isn’t going to be able to search for fuel or supplies Rick decides to back out before the horde gets there. He limps off towards a pile of bags hoping to grab one on the way past.
As he does he uncovers a lurker who lunges with inhuman speed at him bearing teeth and claws with ruthless abandon.
Suffering quite heavily now from his encounters he recognises that he’s not going to be able to make it back to his car and get going without additional danger so Rick scarpers off down a trail that he can double back on later…
Wrap-up
This game involved a lot of 2 things, shooting and testing to reduce the threat. I think of a few occasions I missed the opportunity to up the threat (mayhem, end of turn etc) which may have shortened the game but ultimately the result was the likely to be the same. It really was not a success for our hero, no fuel, limited supplies, lots of expended ammunition and what could potentially be a really serious/grievous wound (1HP left and bitten rule applies)
Event Cards
from the solo deck
- Too Quiet
- The Hunger
- Distracted
- The Walking Dead
- Alarm! (This one really dicks you over!)
- Frayed Nerves
- Theres a Storm Coming
- Roamers
- The Herd
- The Hunger
- Feeding Frenzy
- Wont Stay Down
- Pandemonium
only two cards didn’t come out
- Pandemonium
- Roamers
and that’s why I think I mucked up on the threat counter, there was a lot of shooting in the game and on a number of occasions I used the spare actions to mitigate the threat but getting through 13 event cards seems like a lot given almost every turn involved mayhem or melee.
Now I’m going to have to review the bitten rules and then story a way to incorporate it or escape it in the campaign.
E2 - Tools for the job
Pre-Game Blah
Remember to go view my other project to see me make and paint all this cool stuff.
In this episode Rick has befriended Morgan and his shovel-happy son Duane and convinced them to go to the local police station to recover some clothes and all important firearms to help them through these trying times.
Objectives
- collect as many supplies as possible
- don’t die
- get into the police station and interact with the lockers
- do all of this before reaching threat level 18 (end game)
Intro
Having made friends and been brought up to speed with the world by Morgan and Duane, Rick offers to help them out by taking them to the local police station and recovering whatever is left. Grabbing the keys for the station and gun lockers the trio head out bringing with them the limited gear they found recently.
As they arrive the trio find the police station mostly intact with 6 walkers shambling outside and a couple of shadows moving around inside.
Taking the lead Rick fires on the walker immediately to their front. Needing to fire a few rounds to get that all important headshot empties the old revolver. The loud report of the old firearm attracts and the walkers in the immediate area and Rick quickly has to switch to the screwdriver he picked up earlier to defend himself.
Duane sees a pile of supplies at the barricades and runs off to rummage through it which leaves Morgan to intercept the walkers that Duane is clearly oblivious to, he is a child still after all… ‘ooo shiny’
Rick finds that a screwdriver doesn’t make for the best weapon, sure it works but it is harder! As Morgan runs around putting walkers out of their misery he taunts Rick and his stupidity or inexperience.
As such Rick switches to searching for useful items whilst Morgan continues to battle to undead. Morgan starts to struggle with one particularly toughie who must have had a thick skull or something.
The outside of the station seems to be littered with useless junk so Rick moves out of the streets towards the entrance of the station…
…and is immediately ambushed by a walker by the door.
As Rick deals with that little surprise Morgan makes it inside the station which as it turns out was unlocked and finds it’s new inhabitants blocking the way to the gun lockers.
Clearing out the small local police station doesn’t take too long but what the group doesn’t realise that a huge herd has been roused by careless firefights and is making its way unstoppably towards them. They’ll soon realise that leaving the door wide open door could be a fatal mistake…
Grabbing the guns and ammunition the trio complete their primary objectives and make it out the back door avoiding the horde that was drawn to Rick’s shooting earlier in the day….
Wrap-up
This was a nice standard solo play ‘grab all the supplies’ mission. Even though the points to walker ratio was about right and the threat ranked up quickly it seemed like this game was too easy for the survivors, no HP was lost and mostly the walkers were a simple inconvenience. When the survivors couldn’t do anything fancy they opted to try and reduce the threat on a 50:50 roll. it worked alright to elongate it.
Event Cards
- Fire!
- The Hunger
- Won’t Stay Down
- Shooting At Shadows
- The Walking Dead
- No Hope
Casualties
4 walkers dead
4 knocked down
Upgrades
All 7 of the supply tokens were gathered up and they managed to interact with the gun lockers too. In the next mission Rick will be able to go into battle tooled to fuck, with or without friends
E1 - Home Sweet Home
Pre-Game blah
Remember to go view my other project to see me make and paint all this cool stuff. This match is the first we time we will see our hero (Rick) out of his coma and trying to find his family. The setting is the sub-urban conurbation that he and his family settled down in 5 years previously.
This is also the first game of TWD I’ve played in about 4 years so I’ll be using it as a learning experience and playing a little fast and loose with the rules. my game, my toys, my fun, my way.
Objectives:
- Collect as many supplies as possible
- Reach/search the house top/left of the map
- Join two factions in an aggressive way
- Not die on turn 1 (ideally)
Intro
Rick has managed to escape the horrors of the hospital unscathed and already scrounged up a glass bottle of water which he has been using to satisfy his thirst. Still yet to see another living being Rick is hoping that he will find his family holed up in their family home. When he arrives he sees a group of 5 walkers between him and his house, he should be able to bypass them and maybe scrounge up some more gear in the debris on the way past them…
In the first few of turns, Rick sneaks forward using an empty water bottle to distract a walker and grabs the nearest loot token finding some bandages. He As that happens a herd of walkers appears but thankfully they are the wrong side of a wooden fence. it looks like it will hold… for now.
Event Cards
- Mega Herd
- Theres a storm a coming
- Shooting at shadows
Threat level = 2
Being spooked by the herd appearing out of nowhere Rick runs towards his neighbour’s house. There he runs into a walker and fights them over a barricade managing to knock them down. Taking a breather he rummages through the bag at his feet and pulls out an old knackered revolver. What luck! it has a few rounds left in it. Hopping the barrier and stamping on the downed walkers head to finish her off he turns his new weapon on the walkers outside his house downing the nearest.
The mayhem this causes increases the threat and draws all the walkers in the area towards him. Rick tries sneaking round the corner and only just manages to get past the one heading for his old position at the barricade when two new ones burst out of his neighbour’s house! Rick guesses that he won’t be dining with the Thompsons any time soon.
Sneaking away further Rick makes it onto his drive and searches the boxes piled up. He’s attacked by a lurker and is injured as he is taken by surprise. Rick is fast learning that this world will never be the same again.
Event Cards
- Rouse Lurkers
- Surrounded
Threat Level = 8
Rick continues to search his front garden as there is so much junk knocking about. He finds half a box of ammo before he is set upon by another walker.
Meanwhile, unbeknownst to Rick, Morgan and his son Duane who have been holed up in his house, appear out of the garage door that’s slightly ajar. Thinking that the new body sneaking around is just another walker the young boy runs headlong at Rick and smacks him as hard as he can with his shovel knocking him down. Morgan moves to intercept the walkers that would have been drawn to the noise Duane made running and incapacitates them.
Event Cards
- Pandemonium
Threat Level = 11
Realising that Rick is still a member of the living (just) Morgan stops Duane dispatching Rick and rushes to kill the walkers bearing down on the young boy.
Meanwhile Duane opens the front door and helps Rick crawl inside to safety.
Event Cards
- Grim Recognition
Threat Level = 14
Wrap Up
I played a little fast and loose with the rules this game and might not have recorded everything on this post at the right time/stage (turns out play, photographing and editing at the same time is hard). It is the first time I’ve played in a little while and I did have some objectives I wanted to hit. The hardest part was forcing the two groups together at the right time and without breaking too much of the fun of gameplay (relearning the basics).
the game was clearly split into two. run around and collect supplies AND have two factions meet and fight.
When Duane clobbered Rick with the shovel he was making use of the bonus dice awarded by Rick being in contact with other walkers that had thankfully appeared and moved due to the pandemonium event card. that made it a lot easier for Duane to strike and knockdown Rick who arguably should have easily bounced the surprise attack in defence (base of 2 red vs 1 white). the 50:50 of bludgeon worked well for the story, had it gone the other way I feel that Rick would have smacked Duane hard if the walkers weren’t there.
Morgan with his 2 white dice in melee was just chopping walkers to bits in every fight, he wasn’t ‘killing’ many but was taking them down with ease (you need to score ! on the dice to kill a walker outright)
Casualties
3 walkers killed
6 walkers knocked down
1 Rick with a big headache (1 HP left)
Upgrades
Rick recovered 4 supply tokens, in the campaign rules that allows for 40 points to be added to his groups roster… if we gloss over the 64 points that Duane and Morgan cost and try and story this, Rick did find an old gun, so perhaps he found a handgun, he also found bandages and ammo. It is reasonable for me to add a few items along those lines to his listing for the next game.