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Showing posts with label The Walking Dead. Show all posts
Showing posts with label The Walking Dead. Show all posts

Saturday, 6 July 2024

Your Walking Dead Guide Book

It seems surprising to realise that The Walking Dead is over two decades old. The comic by writer Robert Kirkman and artist Tony Moore first appeared in 2003 and the resulting television series from AMC first aired in 2010 and has been followed with numerous spin-off series since. Both revitalised the zombie horror subgenre and the television series in particular, made zombies and horror acceptable to mainstream broadcasting like never before. Both comic book and television series tell the story of Rick Grimes, a sheriff’s deputy from Cynthiana, Kentucky, who after being wounded in the line of duty, awakes to find his wife and family missing and the world very much changed. Society has collapsed, the dead walk and hunger after our flesh, a virus means that everyone will rise as a walker after death, and the survivors huddle together, co-operate and scavenge for supplies, and somehow make choices that will keep them alive. The walkers are everywhere, a menace that cannot be vanquished, but they are not the only threat. Some survivors are prepared to kill and steal from other survivors—and worse. It is into this post-apocalyptic world where the dead walk—there are no such things as zombies—that the Player Characters are thrust into The Walking Dead Universe Roleplaying Game.

The Walking Dead Universe Roleplaying Core Rules, published by Free League Publishing following a successful Kickstarter campaign, provides everything that a gaming group will need to roleplay in the world of The Walking Dead. The means to create characters, rules for scavenging and surviving in this post-apocalyptic world, dealing with encounters with the Walkers, building a community and sanctuary, and more. The community and sanctuary rules come into play in the second of the roleplaying game’s two modes—Campaign Mode. Where that is intended for long term play, the other mode, Survival Mode, is designed for one-shots, was presented in The Walking Dead Universe Roleplaying Starter Set. So far, so good, but the obvious question that anyone is going to ask is, “What does The Walking Dead Universe Roleplaying Game offer that other zombie-themed roleplaying games do not?” The most obvious answer would be that it offers the opportunity to roleplay in a setting that is not that far removed from our own and one that is familiar to anyone who has watched any of the television series. Much like any other licensed roleplaying game, but in terms of a zombie-themed roleplaying game, what The Walking Dead Universe Roleplaying Game focuses on is survival against threats from without and within. The threats from without can, of course, include the Walkers, but in terms of storytelling, the real threats from without are other survivors outside of the Player Characters’ own group. Examples from the television series include the inhabitants of the town of Woodbury, the group called the Wolves, and, of course, the Saviors led by Negan. The threats from within are, of course, fellow survivors and what they might do to jeopardise survival of the group they belong to. The Walkers do remain an ever-lurking, constant threat, but unless their attention is aroused, they are not an active threat, more a passive one that is never going to go away. To that end, the roleplaying advises that the principles of the roleplaying game be made clear to new players, including, “Do whatever it takes to survive”, “Death is inescapable”, “You are never safe”, and so on. Make no mistake, The Walking Dead Universe Roleplaying Game is not like other ‘zombie’ roleplaying games in which the Player Characters go around slaughtering the undead.

A Player Character in The Walking Dead Universe Roleplaying Game is first defined by an Archetype. This defines what the Player Character did prior to the apocalypse, as well as also
the Player Character’s key Attribute and Skill, possible Talents to choose from, an Anchor, an Issue, and a Drive, plus starting Gear and relationship to other Player Characters. The Archetypes are Criminal, Doctor, Farmer, Homemaker, Kid, Law Enforcer, Nobody, Outcast, Politician, Preacher, Scientist, and Soldier. He has four Attributes—Strength, Agility, Wits and Empathy. These range in value between two and four, as do skills, but the key Attribute and key Skill can be five. Health Points represent a Player Character’s physical health and cannot be higher than three. A Player Character also has an Anchor, an Issue, and a Drive. An Anchor is another person—Player Character or NPC—that the Player Character cares about and who is used narratively to ‘Handle Your Fear’ and when attempting to relieve Stress. The Issue is a roleplaying hook, such as ‘You think you are better than them’ or ‘Unable to sit down and shut up’ that the Game Master can use to create interesting, typically challenging situations. Drive is what pushes a Player Character to grit his teeth and withstand the pain, like ‘You love your mother’ and ‘God put me here to save their souls’. Once a session, a Drive can be invoked to gain extra dice on a test. The Drive can also be lost, which triggers a ‘Breaking Point’ and if not regained or replaced, it can result in the Player Character being ‘Shattered’.

To create a character, a player selects an Archetype, distributes thirteen points between the four attributes, twelve between skills, and choses Issue, Drive, and Anchor.

Name: Brady Ferrell
Archetype: Farmer
Strength 5 Agility 3 Wits 2 Empathy 3
Skills: Close Combat 1, Force 4, Manipulation 1, Ranged Combat 2, Scout 2, Tech 2
Talents: Tough as Nails
Drive: I do what is right
Issue: 
Dogmatist
Gear: Toolbox, Jeep, Survival Equipment
Relationships: You are family

Mechanically, as with other
Year Zero Engine roleplaying games, whenever a Player Character wants to undertake an action in The Walking Dead Universe Roleplaying Game, his player roles a number of Base Dice equal to the attribute plus skill plus any modifiers from gear, Talents, help, or the situation. If a single six, a Success, is rolled on the Base Dice, the Player Character succeeds, although extra Success will add bonus effects. However, if no Successes are rolled and the action is failed, or he wants to roll more Successes, the player has the choice to Push the roll. In which case, the Player Character suffers a point of Stress and gains a Stress Die. The player must also explain what the character is doing differently in order to Push the roll. For the pushed roll, the player will roll all of the Base Dice which did not roll success and the Stress Die. In fact, until the Player Character finds a way to reduce his Stress points, his player will continue to add Stress Dice equal to his character’s Stress Points on every roll. Only one pushed roll can be made per action, but the danger of having Stress Dice is if their results should be a one or ‘Walker’ symbol. It means two things. First, if the player has not yet pushed the roll, he cannot do so. Second, whether or not he has pushed the roll, it means that the Player Character has ‘Messed Up’. Typically, this means that he increased the numbers of Walkers nearby and attracted their attention, turning up the dial on the Threat Meter. In other situations, a ‘Messed Up’ might mean the Player Character has got lost, lost his footing, said the wrong thing in a tense standoff, and so on. Other sources of Stress include being short on food and water, getting shot at, seeing someone in the group get bitten by a Walker, killing someone in cold blood, and so on.

There are several means of getting rid of Stress. Primarily, these consist of a Player Character connecting and interacting with his Anchor, and at the end of the day, simply getting a good night’s sleep and plenty of rest. Whilst interacting with an Anchor can be during play, at the end of each session, a Player Character has to deal with the dreadful things that he has seen and done that session. This is done via the ‘Handle Your Fear’ mechanic and is triggered if the Player Character has suffered a Breaking Point like his Anchor being killed or disappearing, brutally killing or beating someone who is defenceless, is Broken by damage, suffers five Stress Points, and so on. At this point, the player rolls Base Dice equal to either his character’s Wits or Empathy, with a bonus for any Anchors who are still alive. This roll cannot be pushed, needs only one Success to succeed, but if failed, causes the Player Character to become Overwhelmed, meaning that he loses his Drive, becomes mentally Shattered, or his Issue is changed or added to.

Combat scales in The Walking Dead Universe Roleplaying Game depending upon who or what the Player Characters are facing. Duels are one-on-one attacks handled via opposed rolls, each combatant hoping to gain more Successes than the other. Brawls handle combat between multiple participants in which the Leadership skill can be used to hand out bonuses to allies in the fight. Combat is deadly though, a Player Character only possessing three points of Health and once they are lost, the Player Character is Broken, gains a point of Stress, and his player must roll on the Critical Injuries table. The lack of Health in comparison to other roleplaying games is compounded by the limited access to medical care. Make no mistake, The Walking Dead Universe Roleplaying Game is deadly.

A setting which is already deadly due to low health and lack of healing, is compounded by the presence of the Walkers. They are a constant, lurking presence in The Walking Dead Universe, in game terms that presence is typically written into a scenario at a particular location or encounter, as you would expect, but also brought into play randomly whenever a player rolls a ‘Walker’ symbol on a Stress Die. Narratively, this could be as simple as the Player Characters opening a door to discover a room full of Walkers or a Walker bursting out of a bush to attack the Player Characters. The presence of the Walkers is tracked by the Threat Meter, which ranges from zero and ‘You are in a cleared area and safe. For now.’ to six and ‘The dead are in your face, surrounding you.’ The Threat Level is raised by rolling a ‘Walker’ on a Stress Die, failing a skill roll to avoid Walkers, doing something in the game to attract their attention, and so on. Ideally, the Player Characters will sneak around them as they scavenge buildings and search locations, but of course, that is unlikely. At low levels on the Threat Meter, it is possible for the Player Characters to go quiet and wait it out until the Walkers have either wandered off or gone quiet themselves. At higher levels, the Player Characters will need to find a way to distract the Walkers and make them go elsewhere or fight them. Encounters with a few Walkers are possible and these can be engaged in ‘Single Walker Attacks’, but Walkers congregate and then they fight as Swarms. Fights against Swarms are group endeavours, the aim being to roll more Successes than a Swarm to first reduce its size and then escape it. If a Player Character or Player Characters lose against a Walker attack, there is a table of very nasty and brutal ‘Walker Attack’ effects which will have the players wincing when they hear the results. The rules cover sacrificing another, brawling amidst a Swarm, clearing out an area, and lastly, amputation, the latter the last desperate result to resolve after a Walker bite…

One of aspects of The Walking Dead Universe Roleplaying Game that it shares with many other Year Zero roleplaying games, and that is its community rules. In roleplaying games such as Mutant: Year Zero – Roleplaying at the End of Days and Vaesen – Nordic Horror Roleplaying, the Player Characters begin with a community that they can improve through play and so gain rewards and advantages that will benefit both the community and further play. In The Walking Dead Universe Roleplaying Game, the Player Characters have a Haven rather than a community. It is where as survivors, they can live protected from both Walkers and predatory humans, grow food, undertake projects to improve the facilities, and go out on supply and scavenging runs. A Haven is defined by its characteristics, its Capacity and Defence, and its Issues. The characteristics are its description, answers to questions such as “Where can you post lookouts?” or “What characteristics of the haven annoy you or make people irritated?”, whilst Capacity measures the maximum number of people who can live there and Defence its ability to withstand an attack—whether from Walkers or other humans. Within the Haven, both Player Characters and NPCs can pursue projects such as creating an apiary or setting up a simple alarm system, teach skills to NPCs, and build and repair gear. However, all Havens have at least one Issue that will cause problems for the inhabitants, such as “Something regularly draws walkers to this location” or “Rats everywhere”. Worse, some Issues will be secret and can only be discovered during play. Issues will drive some of the story and plot to any campaign of The Walking Dead Universe Roleplaying Game. How these play out will affect the Haven’s Capacity and Defence—for good or ill—and ultimately, whether both it and its inhabitants will fall.

The Walking Dead Universe Roleplaying Game offers two modes of play. One is Survival Mode, suitable for convention play or one-shots. The other is Campaign Mode, further divided into two sub-modes. In Free Play, the game is a played as a standard campaign, dealing with the survival of both the Player Characters and their Haven in the long term over a wide area. Season Mode is designed to emulate the television series more than Campaign Mode, structuring the campaign story around particular threats, locations, issues, and in particular Challenges, all of which will change from one Season to the next. Of course, the Player Characters will face Challenges in all three modes and there is advice for the Game Master on how to create and escalate them as needed. Similarly, there is good advice for the Game Master on running the game, creating factions, handling NPCs, scenes, and the horror at the heart of the game. This is all supported with numerous tables of content and possible encounter ideas, as well as two scenarios.

Both scenarios complete with pre-generated Player Characters, detailed descriptions of their set-ups, and good write-ups of the various NPCs and factions and they want. The Survival Mode scenario is ‘The Golden Ambulance’, which is set between Seasons Two and Three of The Walking Dead. The Player Characters go out in search of much-needed medicine and discover an abandoned ambulance which seems to contain some ready to scavenge medical supplies. Is it too good to be true? Add in the tensions between the pre-generated Player Characters and this is a tight, fraught affair. For the Campaign Mode, the ‘Atlanta Campaign Set-Up’ provides the Game Master with everything she needs for a campaign set after the events of The Walking Dead.

If there is one thing missing from The Walking Dead Universe Roleplaying Game, it is the stats and write-ups of the NPCs from the various television series. Some do appear in The Walking Dead Universe Roleplaying Starter Set, but anyone coming to this roleplaying game from the television expecting to see the heroes and villains from the series will be disappointed. That said, this is a roleplaying about The Walking Dead Universe, not any one television series and its cast. The setting content in the roleplaying game is also post Series Eleven after the protagonists of The Walking Dead have left the Atlanta area.

In addition, there are rules for Solo Play in which the player works to ingratiate himself in a Haven that he has recently arrived at. A Player Character for this is slightly more skilled than standard beginning Player Characters. The Player Character will also be accompanied a Companion NPC. The rules are very serviceable and even suggests that the player play himself as a Player Character, but given the brutality of the roleplaying game, the player had best get used to the idea that he might die in the process!

Ultimately, the issue with The Walking Dead Universe Roleplaying Game is its brutality and the grim nature of the world it depicts. By design, neither this brutality nor the grim nature are wholly externalised as you would expect in a survival horror roleplaying game. They occur within the Haven where the Player Characters have taken sanctuary as well as the outside world. Issues within the Haven—both personal and integral to the Haven—will instigate and drive conflict, not just between the Player Characters and NPCs, but also between Player Characters. This is even shown in the examples of play that run throughout the book, which from a reading standpoint, will make you hate the character of Hannah. In terms of play, it demands a maturity of player to handle that and the necessity of Safety Tools. The discussion of the latter and of the possibility, even likelihood, of Player Character versus Player Character conflict and Safety Tools could have been better handled.

Physically, The Walking Dead Universe Roleplaying Game is a superb looking book, although no photographs are used from The Walking Dead television series, so fans may be disappointed. That said, the artwork, done in the house style for Free League Publishing is very good and fits the world very well.

The Walking Dead Universe Roleplaying Game is a really tight, sparse design, feeling quite light in comparison to other core rulebooks and more so in comparison to core books for other licensed roleplaying games. That though, is really due to the lack of background or setting material, and the need for background or setting material. After all, this is a roleplaying game set in our world just a few months from now and it is both a genre and a setting that we are familiar with. Thus, the Game Master has everything that she needs to run a post apocalypse game, whether that is as a one-shot or campaign, or even a solo game. A gaming group had better be prepared though, for The Walking Dead Universe Roleplaying Game and the world it depicts is bleak, unforgiving, and brutal, forcing the players and their characters to make some very tough choices.

Sunday, 9 June 2024

Your Walking Dead Starter

It seems surprising to realise that The Walking Dead is over two decades old. The comic by writer Robert Kirkman and artist Tony Moore first appeared in 2003 and the resulting television series from AMC first aired in 2010 and has been followed with numerous spin-off series since. Both revitalised the zombie horror subgenre and the television series in particular, made zombies and horror acceptable to mainstream broadcasting like never before. Both comic book and television series tell the story of Rick Grimes, a sheriff’s deputy from Cynthiana, Kentucky, who after being wounded in the line of duty, awakes to find his wife and family missing and the world very much changed. Society has collapsed, the dead walk and hunger after our flesh, a virus means that everyone will rise as a walker after death, and the survivors huddle together, co-operate and scavenge for supplies, and somehow make choices that will keep them alive. The walkers are everywhere, a menace that cannot be vanquished, but they are not the only threat. Some survivors are prepared to kill and steal from other survivors—and worse. It is into this post-apocalyptic world where the dead walk—there are no such things as zombies—that the Player Characters are thrust in The Walking Dead Universe Roleplaying Core Rules and The Walking Dead Universe Roleplaying Starter Set.

The Walking Dead Universe Roleplaying Starter Set is published by Free League Publishing and provides an introduction to roleplaying in The Walking Dead Universe, with a simplified version of the rules, a complete scenario in the Survival Mode, and everything necessary to play that scenario. This includes two sets of dice, four maps, ten pre-generated Player Characters, and the Threat Meter. Everything is presented in full colour, though no photographs are used from The Walking Dead television series, so fans may be disappointed. That said, the artwork, done in the house style for Free League Publishing is very good and fits the world very well.

So opening up the box, the first things to be found in the box are the dice and the Threat Meter. The dice consist of two different sets. The black Base Dice are marked with a ‘target’ symbol on their six faces to indicate a Success when rolled, as are the red Stress Dice. However, Stress Dice also have a ‘hand’ symbol on their one faces. When these are rolled after a Pushed dice check, they indicate that the Player Character has ‘messed up’ and attracted the attention of the Walkers. This, of course, is a bad thing. The Threat Meter is a simple dial that goes from one to six—it should actually go from zero to six—that is used to indicate how active the Walkers are and how many are present. The higher the number on the Threat Meter and the greater the number of Walkers and the more active they are. Below this are the pre-generated Player Characters. Six of these are standard Player Characters as you would create using The Walking Dead Universe Roleplaying Core Rules. Each has full stats, skills, a Talent, an Issue and a Secret which could get them into trouble, as well as some background. These six—plus one for an NPC—are designed to be used with ‘The Wolves’ Den’, the scenario in The Walking Dead Universe Roleplaying Starter Set, and are given both male and female names to give the players the choice. The other four are characters from the television show, and they consist of Carol Peletier, Glenn Rhee, Michonne, and Gabriel Stokes. These four are done in full colour as opposed to tan tones of the other six. The four maps are done in full colour on very sturdy paper. One is double-sided and depicts north-east Georgia on one side and south-west Virginia on the other. The other three depict locations for ‘The Wolves’ Den’ scenario.

The ’Rules’ booklet explains everything about characters, combat, and Walkers. Anyone who played a year Zero Engine roleplaying game will be familiar with most of its contents. A Player Character has four attributes—Strength, Agility, Wits, and Empathy—rated between one and five, and each attribute has three associated skills, for a total of twelve in the game. These are rated between one and six. In addition, a Player Character has a Talent, such as ‘Eye on the Ball’ which enables a Player Character to relieve a point of Stress when a threat or enemy is defeated or overcome or Scavenger, which enables the Player Character to find more rations or food when scavenging. Health Points represent a Player Character’s physical health and cannot be higher then three. A Player Character also has an Anchor, an Issue, and a Drive. An Anchor is another person—Player Character or NPC—that the Player Character cares about and who is used narratively to ‘Handle Your Fear’ and when attempting to relieve Stress. The Issue is a roleplaying hook, such as ‘You think you are better than them’ or ‘Unable to sit down and shut up’ that the Game Master can use to create interesting, typically challenging situations. Drive is what pushes a Player Character to grit his teeth and withstand the pain, like ‘You love your mother’ and ‘God put me here to save their souls’. Once a session, a Drive can be invoked to gain extra dice on a test.

Mechanically, as with other Year Zero Engine roleplaying games, whenever a Player Character wants to undertake an action in The Walking Dead Universe Roleplaying Core Rules, his player roles a number of Base Dice equal to the attribute plus skill plus any modifiers from gear, Talents, help, or the situation. If a single six, a Success, is rolled on the Base Dice, the Player Character succeeds, although extra Success will add bonus effects. However, if no Successes are rolled and the action is failed, or he wants to roll more Successes, the player has the choice to Push the roll. In which case, the Player Character suffers a point of Stress and gains a Stress Die. The player must also explain what the character is doing differently in order to Push the roll. For the pushed roll, the player will roll all of the Base Dice which did not roll success and the Stress Die. In fact, until the Player Character finds a way to reduce his Stress points, his player will continue to add Stress Dice equal to his character’s Stress Points on every roll. Only one pushed roll can be made per action, but the danger of having Stress Dice is if their results should be a one or ‘Walker’ symbol. It means two things. First, if the player has not yet pushed the roll, he cannot do so. Second, whether or not he has pushed the roll, it means that the Player Character has ‘Messed Up’. Typically, this means that he increased the numbers of Walkers nearby and attracted their attention, turning up the dial on the Threat Meter. In other situations, a ‘Messed Up’ might mean the Player Character has got lost, lost his footing, said the wrong thing in a tense standoff, and so on. Other sources of Stress include being short on food and water, getting shot at, seeing someone in the group get bitten by a Walker, killing someone in cold blood, and so on.

There are several means of getting rid of Stress. Primarily, these consist of a Player Character connecting and interacting with his Anchor, and at the end of the day, simply getting a good night’s sleep and plenty of rest. Whilst interacting with an Anchor can be during play, at the end of each session, a Player Character has to deal with the dreadful things that he has seen and done that session. This is done via the ‘Handle Your Fear’ mechanic and is triggered if the Player Character has suffered a Breaking Point like his Anchor being killed or disappearing, brutally killing or beating someone who is defenceless, is Broken by damage, suffers five Stress Points, and so on. At this point, the player rolls Base Dice equal to either his character’s Wits or Empathy, with a bonus for any Anchors who are still alive. This roll cannot be pushed, needs only one Success to succeed, but if failed, causes the Player Character to become Overwhelmed, meaning that he loses his Drive, becomes mentally Shattered, or his Issue is changed or added to.

Combat scales in The Walking Dead Universe Roleplaying Core Rules and The Walking Dead Universe Roleplaying Starter Set depending upon who or what the Player Characters are facing. Duels are one-on-one attacks handled via opposed rolls, each combatant hoping to gain more Successes than the other. Brawls handle combat between multiple participants in which the Leadership skill can be used to hand out bonuses to allies in the fight. Combat is deadly though, a Player Character only possessing three points of Health and once they are lost, the Player Character is Broken, gains a point of Stress, and his player must roll on the Critical Injuries table. The lack of Health in comparison to other roleplaying games is compounded by the limited access to medical care. Make no mistake, The Walking Dead Universe Roleplaying Core Rules and The Walking Dead Universe Roleplaying Starter Set is deadly.

A setting which is already deadly due to low health and lack of healing, is compounded by the presence of the Walkers. They are a constant, lurking presence in The Walking Dead Universe, in game terms that presence is typically written into a scenario at a particular location or encounter, as you would expect, but also brought into play randomly whenever a player rolls a ‘Walker’ symbol on a Stress Die. Narratively, this could be as simple as the Player Characters opening a door to discover a room full of Walkers or a Walker bursting out of a bush to attack the Player Characters. The presence of the Walkers is tracked by the Threat Meter, which ranges from zero and ‘You are in a cleared area and safe. For now.’ to six and ‘The dead are in your face, surrounding you.’ The Threat Level is raised by rolling a ‘Walker’ on a Stress Die, failing a skill roll to avoid Walkers, doing something in the game to attract their attention, and so on. Ideally, the Player Characters will sneak around them as they scavenge buildings and search locations, but of course, that is unlikely. At low levels on the Threat Meter, it is possible for the Player Characters to go quiet and wait it out until the Walkers have either wandered off or gone quiet themselves. At higher levels, the Player Characters will need to find a way to distract the Walkers and make them go elsewhere or fight them. Encounters with a few Walkers are possible and these can be engaged in ‘Single Walker Attacks’, but Walkers congregate and then they fight as Swarms. Fights against Swarms are group endeavours, the aim being to roll more Successes than a Swarm to first reduce its size and then escape it. If a Player Character or Player Characters lose against a Walker attack, there is a table of very nasty and brutal ‘Walker Attack’ effects which will have the players wincing when they hear the results. The rules cover sacrificing another, brawling amidst a Swarm, clearing out an area, and lastly, amputation, the latter the last desperate result to resolve after a Walker bite…

There is good advice for the Game Master including how to make it scary and how to include the characters from the television series as NPCs, and to not cheapen the lives of the Player Characters and the NPCs. All this complements the Principles of the Game given at the start for both players and the Game Master. These are to do whatever it takes to survive; death is inescapable, the Player Characters are never truly safe or alone, and that in terms of game play, everyone is telling a story and fiction comes first. There is advice too on running the game mode for the scenario in The Walking Dead Universe Roleplaying Starter Set. This is Survival Mode, typically a scenario with pre-written events and locations which can be played in a session or two, as opposed to Campaign Mode, played in multiple sessions with a more open storyline.

The scenario in The Walking Dead Universe Roleplaying Starter Set is ‘The Wolves’ Den’. This is written around two other aspects of The Walking Dead Universe—that the stories are not about the Walkers, but about the survivors and often, other survivors are more of a danger than the Walkers. It is written around the six pre-generated Player Characters included in The Walking Dead Universe Roleplaying Starter Set and opens with them searching for two of their number who have eloped, breaking up a relationship in the process and taking some valuable equipment, including a vehicle and weapons, with them in the process. The scenario gets nastier and nastier as it progresses, building from creepy to in-your-face horror, culminating in a confrontation with a band of The Wolves, the violent group of survivors encountered in the fifth and sixth seasons of The Walking Dead television series.

Physically, The Walking Dead Universe Roleplaying Starter Set is very well presented. Everything is of a very high quality, especially the maps which can be used beyond the play of ‘The Wolves’ Den’, as can the Threat Meter. However, the books need a slight edit in places and not everything is quite as clearly explained as it should, such as handling NPC skills.

If there is a problem with The Walking Dead Universe Roleplaying Starter Set, it is that it only has the one scenario, ‘The Wolves’ Den’. Essentially, once the scenario has been played through, the obvious value and utility of The Walking Dead Universe Roleplaying Starter Set is not as great as it should be. However, look at The Walking Dead Universe Roleplaying Starter Set instead as a toolkit and it is actually more useful than it first appears. It has official dice for The Walking Dead Universe Roleplaying Core Rules and the Threat Meter is a useful tool to have sat on the table, the maps are great, and the pre-generated Player Characters are useful for when running The Walking Dead Universe Roleplaying Core Rules. It is disappointing that there is only one scenario in The Walking Dead Universe Roleplaying Starter Set, but there is a lot that is useful too.

The Walking Dead Universe Roleplaying Starter Set is a very good introduction to The Walking Dead Universe Roleplaying Core Rules and roleplaying in the brutal world of The Walking Dead.

Thursday, 31 October 2013

The Walking Dead Board Game

Given the popularity of The Walking Dead comic book and television series, and of combining zombies with board games, it is no surprise that there are not one, but three games based on The Walking Dead. Z-Man Games publishes The Walking Dead: The Board Game, based on the comic book series, while Cryptozoic Entertainment publishes The Walking Dead Card Game and The Walking Dead Board Game, both based on the television series. It is the latter board game that is being reviewed here.

Designed for between one and four players or Survivors, aged thirteen and up, it is a light, fraught game in which the Survivors must visit four important Locations and get back to Camp, all the while fending off Walkers – as the zombies are called – and scrounging for guns and tools that will aid in their survival. Each Survivor will need to be resourceful, carefully husbanding his guns, his baseball bats, and his Allies if he is to achieve his aims. Loose too many Allies and a survivor may be the next to fall to the bony strength and the flesh-rending teeth of the Walkers. When that happens, the Survivor is not only dead, but rises as a Walker himself and will hunt down the remaining Survivors!

Initially, The Walking Dead: The Board Game is won by the first Survivor to visit all four Locations and return to Camp. When two Survivors get turned into Walkers, the players split into two teams – Team Survivor and Team Zombie (why Team Zombie, ‘zombie’ not being a term known in the setting of The Walking Dead?), and the game becomes a co-operative. If Team Zombie manages to kill the remaining Survivor, then it wins, but if a single Survivor manages to get back to Camp having visited all four Locations, then Team Survivor wins – even if there is just one Survivor remaining!

The game consists of the Game Board, six Character Cards and six Survivor Game Pieces with Bases, two Walker Game Pieces, sixteen Ally Tokens, forty Scrounge Cards and forty Encounter Cards, thirty Walker Cards, sixteen Location Cards, four Badges, and a single six-sided Die. Everything is done in full colour using stills from the television series. The Game Board is done in cloth and is more of a ‘play mat’ than a board, and is marked with a track around the edge, connecting the four Locations – a Police Station, the Center for Disease Control, an Abandoned Car Lot, and a Department Store. Four tracks lead from the Camp to each side of the board. Sewers connect one adjacent sides of the board, though only Walkers can use them. The Scrounge Cards represent items and events that will help a Survivor; the Encounter Cards represent Walkers and Events that will beset Survivors; and the Walker Cards are used by players whose Survivors are killed and rise up again as Walkers. The Location Cards are awarded to Survivors who visit each place and the Badges indicate which side a player is on – Team Survivor or Team Zombie.

At game’s start, each player selects a character card, either Rick, Lori, Shane, Glenn, Andrea, or Dale, and a corresponding playing piece. Each Survivor has a single ability that he can use once per game. For example, Rick can re-roll an attack with a +2 bonus and Shane can steal Scrounge Cards from other players, both once per game. Each Survivor also receives five Scrounge Cards and two Ally tokens. The Scrounge Deck is filled with ten cards per Survivor. If this runs out, the only source of Scrounge Cards is the discard pile and whatever each Survivor has in his hand.

On his turn, a Survivor rolls the die and moves that number of spaces, in any direction, and resolves certain actions on the space he landed, typically by drawing an Encounter Card. Most spaces are blank and will result in a single Encounter Card being drawn. Others give the Survivor a bonus in the subsequent Encounter, give him another turn, a Scrounge Card, or No Encounter. Most Encounter Cards force a Survivor to fight a Walker, but others do things like force a Survivor to discard Scrounge Cards due to personality conflicts.

Whenever an Encounter Card indicates that the Survivor has been attacked by Walkers a fight ensues. This has the Survivor roll the die and expend Scrounge Cards, mostly weapons to add a bonus to this, to beat the Strength of the Encounter Card. Walker Strength on the Encounter Cards varies between five and ten, with Scrounge Cards giving a bonus of between one and six. A roll of a six always wins, but if a Survivor loses, an Ally is lost, or if he has no Allies, then he is bitten and will rise as a Walker on his next turn. Winning an Encounter allows a Survivor to take a Scrounge Card, if there are any left.

As soon as a Survivor reaches a Location, he stops and draws not one, but two Encounter Cards, which he has to deal with in order. If the Survivor deals with both, he receives the appropriate Location Card. This gives him a permanent bonus. The Police Station gives an attack bonus, the Abandoned Car Lot a movement bonus, the Department Store an extra Ally if you visit it first, and the Center for Disease Control more Scrounge Cards, either two new ones, or one from the bottom of the discard pile – the latter is useful if you know what that card is and useful later in the game when the Scrounge Cards have been all taken.

Should a Survivor die and rise as a Walker he receives all new Walker Cards. His task is to chase down the remaining Survivors and kill them if he is to win. The Walker Cards allow a Walker player to increase his movement, cancel an Encounter card drawn by a Survivor and play a Walker Card that the Survivor must fight, cause a Frenzy and increase the Strength of a Walker on an Encounter Card, and worse, cause an Ally to be Bitten! and be discarded. If the Survivor manages to beat a Walker Card played on him, then not only does he beat the Walker Card, but also the Walker player as well! Unfortunately, you cannot keep a good Walker down and he will rise again in the nearby sewers.

Additional rules allow for solo player, but the main alternative is a four-player Team Game. This has the game start with the players divided into two – Team Zombie versus Team Survivor, just as if two Survivors had died in the standard game. The Survivors only need to get to the four Locations between them and only one of them needs to make it back to Camp to win.

Best played with four players, The Walking Dead Board Game is not a great game, but it is better than you think. It is hard for the Survivors to win and everything they do is challenging as they must carefully husband their Scrounge Cards before they all run out. It is not a challenge to learn and play and it involves more luck than skill, making the game suitable for play by fans of the television series who are not seasoned gamers. The latter are unlikely to really enjoy the game because of the lack of challenge for them and the degree of luck. That said it captures the desperation of the television series, more so if the players know the series and play to the characters on their card.