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The Walking Dead: Here's Negan – The Board Game thumbnail

The Walking Dead: Here's Negan – The Board Game

The Walking Dead: Here's Negan! – The Board Game Rulebook

Table of Contents

Table of Contents

  • Components
  • The Basics
    • Number of Players
      • The 'First Player'
    • Dice
    • Models
      • 'In Play'
    • Survivors
      • 1. Fight
      • 2. Shoot
      • 3. Defense
      • 4. Special Rule
      • 5. Stamina
      • 6. Equipment and Supplies
      • 7. Reputation
    • Negan
    • Walkers
      • Prone Walkers
      • Walker Tokens
      • Revealing Walker Tokens
    • Placing Walkers and Walker Tokens
      • Not Enough Walkers?
    • Entry Points
    • Cards
      • Event Cards
      • Negan Action Cards
      • Room Cards
      • Supply Cards
        • Discarding Supply Cards
    • Tiles
      • Spaces
    • Fire
    • Routes and Ranges
  • Key Concepts
    • Line of Sight
    • Threat
    • Noise
  • The Game Round
  • 1. The Survivor Phase
    • Actions
    • Incapacitated Survivors
    • Move
      • Running
      • Doors
        • Placing Tokens
        • Placing Walkers
      • Barricades
    • Fight
      • Fighting with Two Weapons
    • Shoot
    • Hold Your Nerve
    • Search
    • Secure
    • Other Actions
      • Break and Enter
      • Call Negan
      • Clear the Way!
      • Extinguish
      • Make NOISE
      • Recover Stamina
      • Swap Items
  • 2. The Walker Phase
    • Draw Event Card
    • Move Walker Tokens
    • Move Walkers
    • Walkers Attack
      • Multiple Fights
    • Bitten!
    • Walkers Attacking Negan
  • 3. Here's Negan!
    • Negan Action Cards
      • Moving Negan
      • Taking Action
    • Negan's Rage
  • 4. The End Phase
    • Remove Activation Tokens
    • Increase Threat
      • Fire
    • The Dead Rise
    • Pass the First Player Token
  • Setting Up a Game
  • Scenarios
    • Number of Survivors
    • Winning
      • Top Dog
    • Losing
    • Scenario 1: Training Day
    • Scenario 2: Anyone Home?
    • Scenario 3: Clearing House
    • Scenario 4: Seeking Sanctuary
    • Scenario 5: Guns and Ammo
    • Scenario 6: Supply Run
    • Scenario 7: The Best Medicine
    • Scenario 8: Motherlode
    • Scenario 9: Watch It Burn
    • Scenario 10: Spark of Life
    • Scenario 11: A Place to Call Home
    • Scenario 12: Chairman of the Board
  • Survival Mode
    • Post-Game Sequence
    • 1. Game Result
      • Win
      • Loss
    • 2. Injuries
      • Negan
    • 3. Top Dog Bonus
  • Determining the Winner
  • Quick Reference
    • Sequence of Play
    • 1. Survivor Phase
    • 2. Walker Phase (p18)
    • 3. Here's Negan (p20)
    • 4. End Phase (p22)
    • Entering a Room (p14)
    • NOISE (p12)

Components

  • 5 Survivor Cards
  • 1 Lucille First Player Token
  • Negan and Walker Reference Cards
  • 1 Threat Tracker
  • 1 EXIT Marker
  • 3 Barricades
  • 24 Supply Cards
  • 6 miniatures: Negan, Dwight, Laura, John, Tara, Sherry (Survivors)
  • 12 Walker Miniatures
  • 5 Activation Tokens
  • 6 Stamina Counters
  • 4 Fire Tokens
  • 8 Dice
  • 5 Reputation Trackers
  • 5 Gasoline Barrels
  • 8 Supply Tokens
  • 20 Doors
  • 4 Locked Doors
  • 2 Air Ducts
  • 16 Board Tiles
  • 26 Walker Tokens (8 red die, 8 white die, 5 blue die, 5 blank/false alarm)
  • 9 Walker Entry Point Markers (3 each of three colours)
  • 3 +1/-1 Action Tokens
  • Loading Bay
  • First Aid Station
  • Generator
  • Weapons Locker
  • Furnace
  • 27 Event Cards
  • 24 Room Cards
  • 24 Negan Action Cards
  • 15 Security Tokens

The Basics

Before we dive into the rules, it's worth taking a moment to familiarize ourselves with some of the basic concepts and game components.

Number of Players

The game contains five playable Survivors, and at least two must be taken in each game. Otherwise, the Survivors can be split between players as you wish. You could have five players with one Survivor each, or two players each taking two Characters, or any other combination. A player playing the game solo should take at least two Survivors if they're to survive the perils of the factory.

Note that the scenarios will be set up differently and have differing objectives depending on the number of Survivors (not players) taking part.

The 'First Player'

In the rules, there are several references to the 'First Player', and the 'next player'. The First Player will have the First Player Token.

If there is ever a choice to be made that is not specified by the rules (such as a Walker choosing which of two equidistant Survivors to attack), the current First Player decides.

The 'next player' is simply the next person going clockwise around the gaming table from the player currently acting. In a solo game, ignore any reference to the next player – you will roll all of the dice and make all of the necessary decisions yourself, which will compensate for the added difficulty of facing the Walkers alone!

Dice

There are four types of dice in Here's Negan.

The red, white and blue dice are used for Fighting and Shooting, and for various other rules in the game. They will be written in the rules as symbols: red die, white die, blue die.

These dice have a number of hit symbols on their faces to represent how powerful a dice roll is. The number of symbols on all the dice rolled at any one time are totaled to give a final score. These symbols are also used to generate numbers, such as the number of Walkers generated by a card or Walker token.

Each die also has a bang symbol. This is not added to the dice score, but instead can trigger special rules, such as Bites or Headshots. More on this later.

The black Action die, on the other hand, has three blank faces, and three star symbols. This is used in various situations to give a random chance of success or failure.

Models

The game contains a number of detailed plastic models, representing the Survivors, Negan, and the Walkers. When a rule refers only to 'models', it means any of the above, unless it specifies a type.

'In Play'

A model is considered 'in play' if it currently occupies a space on the board. If a model is removed from play, it must be physically taken from the board and set aside.

Survivors

The most important models in the game are the Survivors – these are the playing pieces, representing one of the five key characters in the fledgling Saviors faction.

Each is accompanied by a Character Card detailing its statistics and rules.

1. Fight

A Survivor's Fight value represents their skill when fighting up close with the enemy.

2. Shoot

A Survivor's Shoot value represents their skill when attacking from a distance.

3. Defense

A Survivor's Defense is a combination of their reflexes, toughness and armor.

The Fight, Shoot and Defense values are represented by dice symbols of a particular color, which are rolled when the Survivor attacks or is attacked.

4. Special Rule

Every Survivor has an individual special rule that modifies the normal rules of play.

5. Stamina

This track represents the character's ability to soak up damage and keep fighting. During play, Stamina is recorded by moving a Stamina counter along the track. Characters start each game with the counter in the leftmost space. If the counter ever reaches the icon on the far right, the model is Incapacitated (see below).

6. Equipment and Supplies

Each Survivor has spaces at the bottom of their card representing their starting weapons (some Survivors only start with one space filled). Weapons in these two spaces are 'equipped' and their rules will apply when making the appropriate Fight or Shoot Actions.

Survivors can pick up new weapons and other items during the game by drawing Supply cards (see Cards, below).

7. Reputation

The numbered 'REP' track up the side of the character card is used to track Reputation, representing the Survivor's standing in Negan's eyes, by moving the plastic clips provided up and down. The amount of Reputation accrued will determine a group's success at the end of the game. Reputation can go down as well as up. However, it can never fall below 0, or rise above 20. Any increase or decrease that would take it beyond these numbers is ignored.

Negan

Negan is a special type of Survivor, who moves around the board automatically (see Here's Negan Phase, below). He is not fully controlled by the players, but his progress is vital to the team's success.

Negan is not affected by any rules referring to Survivors unless specified otherwise.

Negan has a Stamina track like the other Survivors. This can be found on the Negan Reference Card along with the rest of his rules.

Walkers

Walkers are the game's enemies, represented by models. There is no rules difference between the different Walker models.

Walkers have Fight and Defense values like Survivors. These, and the rest of their rules, are summarized on the Walker Reference Card.

For more on Walkers, see The Walker Phase, below.

Prone Walkers

During the game, Walkers can be knocked prone, meaning that the model will be laid on its side. When a rule refers to 'Walkers' this also includes prone Walkers unless specified otherwise.

Walker Tokens

The players don't know how many Walkers they will face in the factory's shadowy corridors, but they can hear them shambling about within. Until they are spotted, Walkers take the form of 'Walker tokens' representing a noise heard through the walls. Once revealed, the tokens are replaced with a number of Walker models, determined by a die roll marked on the underside. If a token has no icon, it is a false alarm and is simply removed.

The Walker tokens should be kept at the side of the board, Walker head side up in a 'draw' pile. When you are required to place a token, take one at random from this pile.

If a token is revealed and removed from the board, place it in a 'discard' pile Walker head side down. Once all tokens have been used and are in this discard pile, turn them all over, shuffle them, and create a new draw pile.

Revealing Walker Tokens

As soon as a Walker token enters line of sight of a Survivor or Negan (whether it was the Survivor or the Walker token that moved), the token is flipped. The underside of the token will either be blank, or contain a red, white or blue die icon. Roll the appropriate die and place that many Walker models on the board. Discard the token.

The Walkers are placed as detailed below, starting from the position of the token itself.

Note that sometimes new Walker tokens will be placed in a position that is already in line of sight of a Survivor. They will be revealed immediately.

Once Walkers are placed, any Action currently being taken is then resumed, if applicable.

Placing Walkers and Walker Tokens

Walkers and Walker tokens will be placed by various cards and effects. These will specify a position to start placing the models or tokens.

They can only be placed in a space that does not contain another Walker token or a model.

If a rule instructs you to place a Walker or token in a position that is already occupied by another model or token, it may be placed in any adjacent empty space, chosen by the First Player. If there are no adjacent empty spaces, no token or model is placed.

Not Enough Walkers?

If you are ever required to place a Walker or Walker token on the board, but you don't have any left, advance the Threat Tracker by 1 instead.

Entry Points

Walker tokens usually enter play by means of Entry Points – markers that are color-coded to match the Threat Levels on the Threat Tracker, and are activated by Event Cards.

If a Survivor is standing on an Entry Point, they will prevent it from generating any Walker tokens. If a blocked Entry Point is required to be used for a card effect, use the next closest eligible Entry Point instead.

Cards

Here's Negan includes different types of cards that will be drawn from their decks at various points in the game, as follows:

Event Cards

Event cards represent random happenings in the unpredictable new surroundings. They can add new Walkers to the board, or put the Survivors in difficult situations. See the Walker Phase, below, for more on Event cards.

Negan Action Cards

Negan is not moved around like a normal Survivor, being a law unto himself! Instead, each round his actions are determined by drawing a card from the Negan Action deck. See the Here's Negan Phase, below, for more on Negan.

Room Cards

When an unsecured room is opened for the first time, a card is drawn from the Room deck. This will usually tell you how many Walkers and Supply tokens are placed in the room, but sometimes it will present you with a special effect. See Entering a Room, below, for more on Room Cards.

Room cards that remain in play (with the infinity symbol in their title) are left at the side of the board, and never shuffled back into the deck.

Supply Cards

These are useful items (most of the time at least...) that Survivors can find in the game by searching Supply tokens.

When these cards are drawn, they should be kept next to your character card as a reminder of their rules.

Cards with the type 'Weapon' must be equipped to be used. To equip them, place them into one of the two spaces on the character card (covering one of the starting weapons if necessary). The rules of any weapon that has been covered up are no longer in effect.

Weapons will often add dice to a Shoot or Fight attack – these are shown in the top corner.

Cards with the type 'Special Item' do not need to be equipped to be used and their rules can be used at all times.

Discarding Supply Cards

Some Supply cards allow you to discard them to gain a bonus or receive some special rule. Unless specified otherwise, discarding a card in this way is not an Action (see Actions, below).

Discarding Cards: When a card is resolved or discarded, it is added face-up to a 'discard pile' near its deck. If you run out of cards from a particular deck, shuffle the discard pile, and placed it face-down to form a new deck, then continue playing.

Tiles

Play takes place over an arrangement of tiles which, when combined, are referred to as 'the board'. The tiles are all numbered – 1-15, with sides A and B. These numbers are used on the scenario maps to identify which tiles to use.

Tiles are typically composed of room spaces and corridor spaces, sub-divided by means of thick black borders (the walls).

A room is an enclosed space on a tile, and must be entered by one or more doors. Doors are placed on top of a wall, bridging the gap between the spaces either side. Rooms will usually contain supplies, Walkers and other surprises, and can be secured in order to reduce the Threat Level or achieve objectives.

  • Security tokens are used to mark the status of rooms on the board and are double-sided.
    • An unsecured room is one containing a token with the red unsecured side up.
    • A secured room is one containing a token with the green secured side up.
  • A sealed room is any room with no opening of any kind leading to another room or corridor. Sealed rooms are inaccessible, and play no part in the game.

Corridors are any areas that are not rooms, and are in a darker color on the tiles. Corridors only terminate at walls – otherwise a section of corridor can continue over multiple tiles. Some tiles include stairway sections – these are considered corridor for game purposes.

There are four tiles that contain larger than usual areas of corridor: the two courtyard tiles (1A and 2A), and the two loading bay tiles (1B and 2B). Everywhere on these tiles not labeled as a room is corridor space.

In addition, tiles 15A/16A and 15B/16B are always treated as a single tile, of 10 spaces by 5 spaces. They are always placed together, and the large room on each face is treated as a single room even though it straddles the two physical tiles.

Spaces

Each tile is divided up into 25 square spaces, separated by gridlines.

  • Any model or token in a space directly in contact with another space, without crossing a wall or closed door, is adjacent (horizontally, vertically or diagonally). This includes through open doors or from one tile to another.
  • Models can move, see and fight into adjacent spaces. Walls and closed doors are impassable – they cannot be moved through or fought across, and block line of sight (see Line of Sight, below).
  • Any space entirely blacked out is also impassable and cannot be moved or seen through.

Example: Walker 1 is diagonally adjacent to Sherry, but not adjacent to Walker 2 because of the wall in between. Walker 2 is adjacent to Walker 3 and Dwight, through the open door. It is NOT adjacent to Sherry because of the wall in between. Walker 3 is adjacent to Walker 2, Dwight and Sherry, through the open door. Walker 4 is adjacent to Dwight even though they are on separate tiles. The Walker token is not adjacent to any other model because the door in between is closed.

Fire

Certain cards and effects will set rooms and corridors on fire, placing fire tokens onto the board. Fire tokens have the following effect:

Fire will increase the Threat in each End Phase (see The End Phase, below).

In addition, in each End Phase roll the Action die for each model within 3 spaces of one or more fire tokens. On a star result:

  • Survivors lose 1 Stamina
  • Walkers are removed

Important: A room containing fire tokens cannot be secured.

Routes and Ranges

Lots of rules in Here's Negan will refer to distances, most notably the 'range' found on Shoot weapons, or rules that say things such as 'any Survivors within 3 spaces'.

These distances are always worked out by counting the shortest possible number of spaces between the model and the target. Count the space that the target is in, but not the space you are measuring from.

Unless specified otherwise, this is always the shortest 'open' route – this means that you do not count squares passing through closed doors.

Other rules (such as shooting) will require you to have line of sight to your target (see Line of Sight, below).

If a rule requires a model to move towards another model or token, the model must be moved as far as possible towards it following normal movement rules. If moving towards a model, it will stop when adjacent. If moving towards a token, it will stop when it is standing on top of the token. Otherwise, the model will stop if it cannot move any further without being blocked by another model, a wall or a closed door.

Example: The Walker is 4 spaces from Negan (red line). Laura is 3 spaces from Negan (orange line). John is 2 spaces from Negan via the most direct route (yellow line), but as most rules require an open route he is 5 spaces from Negan (black line). Negan will always take an open route to the EXIT if possible (see the Here's Negan Phase, below). If both doors were closed, he would try to take route A, moving 3 spaces (blue line). As one of the doors is open, he will instead take route B, moving 4 spaces (white line).

Key Concepts

Line of Sight

When a rule requires you to have 'line of sight' to another model, it means that you must be able to 'see' the target.

To work out line of sight, you must be able to trace a straight line from the center of the model's space to the center of the target's space. This line can cross other models, tokens, open doorways and barricades, but it cannot cross walls or closed doors. Line of sight can be drawn from one tile to another.

If the line crosses a wall or closed door, line is sight is blocked.

It's usually fairly straightforward, but in twisting corridors it can sometimes be unclear whether a model can see its target. If you are ever unsure about whether a model has line of sight or not, roll the Action die. On a star, you can see; on a blank, you cannot.

Example: Laura can draw line of sight to six of the nearby Walkers (marked by the green lines). Her line of sight to the other two Walkers is blocked by a wall, and her line of sight to the Walker token is blocked by a closed door. These are marked by the dotted red lines.

Threat

'Threat' is a key factor in Here's Negan, representing the mounting tension and danger of fighting in Walker-infested environments. The Threat Tracker is a way of physically representing this ever increasing pressure. Often, if the Threat Level reaches Maximum, the game will end, so it's important for Survivors to manage the Threat Level as best they can.

At the start of the game, turn the pointer to position 1 on the Threat Tracker. The dial is marked with five bands. These are:

  • All Quiet (1-3)
  • Low Threat (4-8)
  • Medium Threat (9-13)
  • High Threat (14-18)
  • Max Threat (Game Over)

The Threat Tracker also includes a Security value, representing how difficult it is to secure the perimeter under pressure. More on this later.

Noise

Sometimes the best way to survive is to stay quiet. Unfortunately, many essential actions are loud, bright or otherwise indiscreet, and the sound they create attracts attention. There are many situations in the game where a Survivor or other game element causes NOISE.

Unless otherwise stated, NOISE is always calculated from the space occupied by the Survivor who caused the NOISE, or who triggered the rule that caused it.

Cards that cause NOISE look like this: they carry a NOISE banner.

After an Action or card that causes NOISE is fully resolved, the following things happen, in strict sequence:

  • Advance the Threat Tracker by 1 point.
  • All Walker tokens move 1 space towards the source of the NOISE (see Move Walker Tokens, below).
  • All standing Walkers not already adjacent to a Survivor move 2 spaces towards the source of the NOISE (see Move Walkers, below).
  • Place a Walker token on the nearest Entry Point to the source of the NOISE up to and including the current Threat Level (if any). See Walker Tokens, above, for how to place Walker tokens.

The Game Round

Each round is structured around the following sequence. Once players have completed the sequence in order, a new round begins. Play continues in this way until the players achieve their objectives, or the game ends (usually because the Threat Level reaches maximum, or all the Survivors have been wiped out!).

Sequence of Play

  1. Survivor Phase
  2. Walker Phase
  3. Here's Negan
  4. End Phase

1. The Survivor Phase

Beginning with the First Player, then proceeding clockwise to the next player, each player activates one of their Survivor models. Play continues until all Survivors who can activate have done so.

Each Survivor can perform 2 different Actions during their activation. When they are finished, place an activation token on their card to remind you that they cannot act again this round.

Once all Survivors have been activated, proceed to the Walker Phase.

Actions

  • Move
  • Fight
  • Shoot
  • Hold Your Nerve
  • Search
  • Secure
  • Other Actions
    • Break and Enter
    • Call Negan
    • Clear the Way!
    • Extinguish
    • Make NOISE
    • Recover Stamina
    • Swap Items

Incapacitated Survivors

If a Survivor's Stamina is reduced to the skull icon, and they are not Bitten (see below), they are taken down by their enemies and Incapacitated. Maybe they crawl away to a hidey-hole, or bury themselves under a pile of bodies to avoid detection. Lay the Survivor model on its side. They're out of the game for now, but they could recover later.

An Incapacitated Survivor follows the normal rules with the following exceptions:

  • Survivors that are Incapacitated can only perform the Recover Stamina Action.
  • Other models can move through an Incapacitated Survivor, but cannot end their move on it.
  • Walkers and Walker tokens never move towards or attack the Incapacitated Survivor.
  • Negan never deals damage to an Incapacitated Survivor.

+1/-1 Action Tokens: Certain cards and effects in the game will give Survivors tokens that affect the number of Actions they can take.

  • A Survivor holding a +1 Action token during their activation can discard it to take an extra Action. This Action can be the same as one they have already taken this round.
  • A Survivor holding a -1 Action token during their activation must discard it instead of taking one of their Actions.

Move

  • A Survivor can move up to 3 spaces in any direction.
  • A Survivor cannot move through a wall or closed door.
  • A Survivor can move through other Survivors and prone Walkers, but cannot end its move in the same space.
  • All tokens may be moved through and landed on freely.
  • A Survivor cannot move through, or end their move on, a standing Walker.
  • A Survivor can only move diagonally if at least one space on either side between the two spaces is clear.

Example: Tara can move in any of the directions marked in green. She cannot move to the two empty spaces marked with dotted red lines because the Walkers and the walls block the way.

  • If a Survivor has line of sight to a Walker token at any point during their movement, reveal the token (see Walker Tokens, above) and then resume their movement.

Running

A Survivor may choose to move a bit further – this is called Running. To Run, before the Survivor is moved, roll the blue die. The Survivor may move up to a number of extra spaces equal to the result. However, at the end of the move, roll the Action die. On a star, the Survivor creates NOISE.

Doors

Survivors may move freely through open doors. If a Survivor moves onto a space adjacent to a closed door, they may open it automatically and then continue their movement.

Note that locked doors cannot be automatically opened. A Break and Enter Action will be required to open them – see Other Actions, below.

If the door leads to an unsecured room that has not already been opened, then the Survivor must follow the sequence for Entering a Room before moving any further.

Entering a Room: When an unsecured room is first opened, play is interrupted by the following sequence:

  • Reveal any Walker tokens in the room and place Walkers.
  • Draw a Room card and follow its instructions. Place any models or tokens and resolve any rules on the card in the order they are listed.
  • Cards with the infinity symbol in their title are left in play at the side of the board as a reminder of their rules.
Placing Tokens
  • Supply tokens are placed by the First Player. They should not be placed adjacent to a door. They should be placed at least 3 spaces apart, or as far apart as possible if a room is too small. If you run out of Supply tokens and need to place more, remove the one furthest from the target point.
Placing Walkers
  • When Walkers are revealed in a room, the first is always placed on the Security token. Subsequent Walkers must be placed in adjacent spaces if possible, or as close as possible (in the same room). If there is a choice, the First Player decides.

Barricades

Survivors may jump over barricades rather than going around them, provided they have enough movement to reach the other side, not counting the space occupied by the barricade. To make a jump, they must roll a star on the Action die. If the roll is failed, they may still complete their move in a different direction, but may not attempt to cross a barricade again in the same turn.

Example: John wants to move across this room. He can attempt to jump the barricade by rolling the Action die, and if successful he will move as shown by the white line. Note that the space containing the barricade is not counted. If he fails the roll, he will have to move around the barricade, as shown by the red line.

Fight

A Survivor adjacent to one or more Walkers may fight one. Use the following sequence:

  • Choose one adjacent Walker to attack.
  • If the Walker is prone, remove it immediately.
  • Otherwise, roll the Survivor's Fight dice, applying any additional dice or special rules granted by their weapon and item cards. This is the Attack Roll.
  • The next player rolls the Walker's Defense die (red die). This is the Defense Roll.
  • If the Survivor's Attack Roll is higher than the Walker's Defense Roll, the Walker is laid prone (turn the model on its side).
  • If the Attack Roll scores a Headshot (by rolling a bang symbol), and the Survivor's Attack Roll was higher, the Walker is not laid prone – it is immediately removed from play.
  • A Survivor gains 1 Reputation each time they remove a Walker or prone Walker from play.

Fighting with Two Weapons

If a model has a Fight weapon equipped in each hand, they may choose one weapon to attack with initially. Once this attack is complete, they may perform a second attack using the other weapon, against the same or a different target. This is part of the same Action.

Note that a model may not use this rule if any of the weapons they have equipped have the Bulky keyword – these weapons require both hands to use.

Shoot

A Survivor with a Shoot Weapon equipped may shoot a nearby Walker. Use the following sequence:

  • Choose one Walker as the target of the attack – the Walker must be in line of sight, and within the range of the weapon. Note that some weapons have a minimum range (expressed as 2-10, for example).
  • Roll the Survivor's Shoot dice, applying any additional dice or special rules granted by their weapon and item cards. This is the Attack Roll.
  • The next player rolls the Walker's Defense die (red die). This is the Defense Roll.
  • Resolve the rest of the attack in the same way as a Fight Action.
  • If the Shoot Weapon causes NOISE, resolve it now (see Noise, above).

Hold Your Nerve

The Survivor tries to calm the situation. A Survivor may only take this Action if the Threat is at least 2, and they are not adjacent to a Walker. Roll the Action die, and on a star reduce the current Threat Level by 1 and gain 1 Reputation.

Search

A Survivor may perform a Search Action if:

  • They are standing on or adjacent to a Supply token.
  • They are not adjacent to any Walkers.
  • There is no other model on the space containing the Supply token.

Remove the Supply token and draw a card from the Supply deck.

  • Weapon Cards: These are placed next to the Survivor's Card when not in use, and in one of the two spaces on the card when equipped. If equipped, they may be used for an Attack of the specified type – either Fight or Shoot.
  • Special Item Cards: These are placed next to the Survivor's Card. They usually bestow a special rule to the Survivor, or can be discarded to provide a bonus.
  • Incident Cards: These cards must be played as soon as they are drawn. Follow the rules on the card and then discard it.

Note that Weapon Cards may be equipped as soon as they are found, but if you choose not to, you will need to spend an Action to equip them later (see Swap Items, below).

Secure

If a Survivor is in an unsecured Room that does not contain any Walkers or Fire tokens, and they are not adjacent to any Walkers, they can attempt to secure it.

The Survivor rolls the white die, and adds an extra white die for every other Survivor in the room (including Negan, if you've called him in). If the total score is equal to or greater than the Security value on the Threat Tracker for the current Threat, flip the Security token to the secured side.

  • The Survivor that made the Action immediately gains Reputation equal to the current Security value.
  • All other Survivors in the room immediately gain 1 Reputation.
  • The Threat is reduced by 1.

Other Actions

The following Actions aren't as commonly used, but at the right moment can be the difference between winning or losing, so make sure you are aware of them.

Break and Enter

A Survivor adjacent to a locked door may attempt to break through it as an Action. Roll the Action die. On a star, open the door as normal. On a blank, the door remains closed. Whether you succeed or not, this Action causes NOISE, as described above.

Call Negan

This action may only be performed if Negan is in play. Lose Reputation equal to the blue die roll as Negan gets angry at having to bail you out. If the Survivor doesn't have sufficient Reputation for the die roll, they still lose as much as they can, but the Action fails and nothing else happens.

Otherwise, immediately move Negan up to 3 spaces. Instead of moving towards his target point, the Survivor who called him may choose where he moves.

If Negan ends his move within 3 spaces and line of sight of any Walkers, roll the blue die. Remove up to that number of these Walker models from play.

Clear the Way!

This Action may only be performed if Negan is in play. Negan makes an immediate move of 3 spaces towards his target point, exactly as described as in the Here's Negan Phase (see Moving Negan, below).

Extinguish

This Action can be used when an area is on fire (see Fire, above).

A Survivor on or adjacent to a fire token may roll the Action die. On a star, the token is removed.

Make NOISE

The Survivor makes NOISE, as described above.

Recover Stamina

Any Survivor in a secured room, and not adjacent to a Walker, may restore Stamina equal to the red die roll as an Action.

Incapacitated Survivors that are not adjacent to a Walker (even if they are in an unsecured room) may also take this Action. If they successfully restore any Stamina, they may stand up and take a second Action as normal.

Swap Items

A Survivor may spend an Action to equip any Weapon card currently in their possession, and/or to exchange any number of Weapon or Item cards with a single Survivor within 3 spaces and line of sight. Both of these activities may be carried out as part of a single Swap Items action. Agree with your fellow player beforehand what cards will be swapped. Only one of the Survivors needs to hand over any cards if you wish.

2. The Walker Phase

In this phase, the Walking Dead shamble inexorably towards the Survivors, hungry for fresh meat...

The Walker phase is resolved using the following sequence:

  1. Draw Event Card
  2. Move Walker tokens
  3. Move Walkers
  4. Walkers Attack

Draw Event Card

The First Player draws an Event card and follows its instructions.

  • Some Event cards contain an icon in the top left corner, with a number or die accompanied by a + or - symbol. This is the Threat adjustment triggered by the card. Before applying the Event card's rules, add or subtract the specified amount (rolled randomly if it's a dice icon) from the Threat Tracker.
  • If an Event card requires you to 'Choose a Survivor', the First Player may pick any of those in play (not including Negan).
  • Sometimes there will not be a target for all or part of a card's text. If this is the case, resolve as much of the card as you can and then discard it.

Move Walker Tokens

After resolving the Event card, if there are any Walker tokens in play, these must be moved.

  • Starting with the closest token to a Survivor, move each Walker token 1 space towards the nearest Survivor (including Negan) in play. They move using the same rules as models. Do this for each token in order from closest to furthest.
  • If the nearest Survivor is in a different room or corridor, Walker tokens will always move via the shortest open route to that Survivor. If there is no open route, the token will move as close as it can, and then stop against a closed door.
  • Walker tokens cannot move through walls.
  • Walker tokens cannot cross barricades – they will go around.
  • If a Walker token enters a Survivor's line of sight, it is revealed (see Walker Tokens, above).

Move Walkers

After all tokens have been moved, Walker models are moved. This includes any that have just been revealed, but does not include prone Walkers.

  • Starting with the closest Walker to a Survivor, move each Walker 2 spaces towards the nearest Survivor (including Negan) in line of sight. If there are no Survivors in line of sight, they move towards the nearest Survivor in play instead, in the same way as Walker tokens. Do this for each Walker in order from closest to furthest.
  • Walkers cannot move through walls.
  • Walkers can move through other Walkers and Walker tokens, but cannot end their move in the same space.
  • All other tokens may be moved through and landed on freely.
  • Walkers cannot cross barricades – they will go around.
  • A Walker will always end its move as soon as it enters a space adjacent to a Survivor (including Negan). Walkers that start adjacent to a Survivor do not move at all.

Walkers Attack

Once all Walkers have been moved, each standing Walker adjacent to one or more Survivors will attack! Use the following sequence:

  • Choose one adjacent Survivor for the Walker to attack. If there are several Survivors to choose between, the First Player decides.
    • If there are multiple Walkers attacking a single Survivor, use the Outnumbered rules on the Walker Reference card.
    • If there are several Walkers fighting several Survivors, use the rules for Multiple Fights below.
  • The next player rolls the Walker's Attack dice. This is the Attack Roll.
  • The target Survivor rolls their Defense die, applying any additional dice or special rules granted by their weapon and item cards. This is the Defense Roll.
  • If the Walker's Attack Roll is higher than the Survivor's Defense Roll, the Survivor loses Stamina points equal to the difference in scores. For example, if a Walker makes an Attack roll of 2, and the target Survivor makes a Defense roll of 1, 2-1=1, so the Survivor loses 1 Stamina.
  • If the Walker Attack Roll scores a Bite (like a Headshot, by rolling a bang symbol) and the Survivor has lost Stamina, the Survivor is Bitten!
    • Reduce the Survivor's Reputation by the blue die roll.
    • Flip the Survivor's Stamina counter to the Bite symbol.

Multiple Fights

When there are several Walkers adjacent to several Survivors, the First Player must split up the fights before any dice are rolled, allocating one or more Walkers to each Survivor model.

Every Walker must attack someone. Multiple Walkers may not be assigned to a single Survivor and use the Outnumbered rule until every adjacent Survivor is already being attacked by a Walker. This does not apply to Negan – other Survivors may choose to take on multiple Walkers to protect him.

Example: In this example, John and Sherry are fighting 3 Walkers. Both of them must be attacked. Walker 3 is only adjacent to Sherry and must attack her, but Walkers 1 and 2 are adjacent to both Survivors. At least one of them must attack John, but it is up to the First Player whether the other attacks John or Sherry.

Bitten!

If a Bitten Survivor's Stamina ever reaches the skull icon, the model is removed from play and replaced with a prone Walker. This is the only way in which a Survivor can be permanently eliminated from the game.

Walkers Attacking Negan

If there are any Walkers adjacent to Negan that are not attacking another Survivor, he will be attacked using the following sequence:

  • Negan loses 1 Stamina for every Walker that he is fighting. No Bites are caused.
  • If Negan takes any damage, every Survivor in play immediately loses Reputation equal to the white die roll (each player rolls for their own Survivor).
  • If Negan's Stamina is ever reduced to the skull icon, the game is automatically lost!

3. Here's Negan!

In the first round, add Negan to the board in his starting position marked on the scenario map, and then continue to the End Phase with no further effect.

From round 2 onwards, resolve the Negan Phase as follows:

  • If Negan begins the phase adjacent to one or more Walkers, and/or in an unsecured room, Negan does not move, no card is drawn and he will become enraged – see Negan's Rage, below.
  • Otherwise, the First Player draws a card from the Negan Action Deck, and follows its instructions.

Negan Action Cards

Moving Negan

Each card in the Negan Action Deck begins with a movement instruction. Negan must always move first (if possible), and then you must follow any further rules on the card to see what he does next.

Use the following rules to determine the course of Negan's movement:

  • Negan follows all the normal Survivor movement rules. He must move the full number of spaces unless it is physically impossible to do so. If there is any choice as to which space Negan enters, the First Player decides.
  • Negan must always move towards a target point specified by the scenario – usually the EXIT marker – by the shortest route. This route is marked on the scenario maps as a guide.
  • If there is no open route to the target point, he will take the shortest route that allows him to get closest to it without reaching a closed door or unsecured room.
  • Once he is as close as he can get, he will attempt to take the shortest route to the target point, even if it is blocked.
  • During a game, if Negan has started moving along one route, and the Survivors manage to secure a room closer to the target point along a different route, Negan will change direction the next time he moves.
  • Negan will not jump over barricades.
  • Negan will not open doors or enter unsecured rooms. If Negan's move would require him to do one of these things in order to get to the target point, he will become enraged. See Negan's Rage.
  • If Negan cannot move along his route at all because the other Survivors are blocking his way, he will become enraged. See Negan's Rage.
  • If Negan's move takes him adjacent to one or more Walkers, he will become enraged. See Negan's Rage.

Taking Action

If Negan became enraged during his movement, discard the Action card without resolving its text.

Otherwise resolve the effects on the card in order. Sometimes there will not be a target for all or part of a card's text. If this is the case, resolve as much of the card as you can and then discard it.

Any reference to the nearest or furthest Survivor means the nearest or furthest from Negan.

If a card's text causes Negan to come in contact with a Walker, this will not cause him to become enraged.

Negan's Rage

If the Survivors haven't successfully cleared the way for Negan and make him wait around or get his hands dirty, there will be consequences!

If Negan becomes enraged, resolve the following:

  • The Survivor (or Survivors, if it's a tie) with the highest Reputation immediately lose Reputation equal to the blue die roll.
  • Any Survivors within 3 spaces and line of sight of Negan immediately lose 1 Stamina as he gives them a jab with Lucille.
  • If no Survivors are in range to get hit, Negan will shout out in anger, causing NOISE.
  • Negan will not perform the Action from any Negan Action card this round, if applicable.

In addition:

  • If Negan is adjacent to one or more Walkers, the First Player rolls the blue die and removes up to that many Walkers within 3 spaces and line of sight from play, starting with the closest to Negan.
  • If Negan is in an unsecured room, place him in the closest accessible space to his current position that is in a corridor or secured room. If there are multiple open doors in the room, he will leave via the one that puts him further from the target point.

4. The End Phase

In this phase, the Survivors take stock of their progress and pray that the dead don't rise up to overwhelm them...

In the End phase, follow this sequence, in order:

  1. Remove Activation Tokens
  2. Increase Threat
  3. The Dead Rise
  4. Pass the First Player Token

Remove Activation Tokens

Remove the activation tokens from each Survivor's Character Card.

Increase Threat

If the number of secured rooms on the board is fewer than the starting number of Survivors (including Negan), advance the Threat Tracker by 1. If the number of secured rooms is equal to or more than the starting number of Survivors, do not advance the Threat Tracker.

So, for example, if you began the game with five Survivors (and Negan), you would need to secure six rooms to stop the Threat Level from increasing in this phase.

Fire

If there are any fire tokens on the board, increase the Threat by a further 1 point regardless of the number of secured rooms and resolve any damage caused by the fire (see Fire, above).

The Dead Rise

The First Player rolls the Action die for each prone Walker in play, in an order of their choosing. On a star, the Walker stands up and may act as normal from that point. On a blank, the Walker remains prone.

Pass the First Player Token

The First player token is passed to the next player, clockwise around the table. Ignore this step if you're playing solo.

Setting Up a Game

To begin a game of Here's Negan, carry out the following steps:

  1. The following section contains game setups representing the Saviors clearing out different parts of the abandoned factory. Each one has a short narrative description along with a map showing how to lay out the pieces. The first thing the player(s) must do is pick which of these scenarios they want to play.
  2. Lay out the tiles in the configuration shown on the map, adjusting any doors and Security tokens to suit the number of Survivors taking part (see Scenarios, below).
  3. Place the Threat Tracker, Negan Reference Card and Walker Reference Card at the side of the board. Shuffle the Event and Negan Action decks and place them in their respective spaces on the Reference Cards. Place a Stamina counter on the leftmost space of Negan's Stamina track and put the Negan mini to one side.
  4. Any remaining tiles, scenery pieces, and Security tokens will not be needed – return them to the box.
  5. Now the player(s) must choose which Survivors they will use in the game, as detailed above, taking the corresponding models and character cards.
  6. Establish the First Player for the first round (see below).
  7. Starting with the First Player, each player takes their chosen Survivor and places them in the Deployment Zone. The Survivor's Character Card is placed to the side of the board, next to the player. The Reputation Tracker clips should be placed over the '0' position at the bottom of the cards, and the Stamina counters should be placed on the leftmost spaces on the Stamina tracks.
  8. Shuffle the Room and Supply decks and place them at the side of the board within reach.
  9. Place all of the remaining tokens within reach – they may be needed during the game.
  10. Make sure that all players are made aware of the specific Win Conditions for the scenario, and begin!

The First Player: Before the game begins, pick one player to take the First Player token. If you can't decide, have all players roll a blue die – highest wins. Keep rolling off in the case of a tie. Don't worry too much about who gets it – the First Player token changes hands in each round anyway.

Scenarios

This section contains a series of scenarios allowing you to play through Negan's journey into the Sanctuary.

You do not have to play through the scenarios in order – you can select whichever one you wish.

They are presented in order of difficulty. If this is your first game, we recommend starting with Scenario 1: Training Day, which is the perfect way to learn the rules of the game.

Each scenario follows the same format:

  1. A narrative description to set the scene for the game.
  2. A map showing which board tiles to use and where to place the various game pieces.
  3. Win Conditions – the objectives that you must complete to win the game.
  4. Special Rules – extra rules that apply to the game – read these before starting.

Number of Survivors

The scenarios are designed for five Survivors, but you can play with fewer by using the following rules. Note that these rules are based on the number of Survivors being used, not the number of people playing. The minimum number of Survivors you'll need to play is two (even if you're playing solo).

5 Survivors: No changes needed – use all pieces shown.

4 Survivors: Do not place doors, security tokens and scenery coloured red on the scenario map.

3 Survivors: Do not place doors, security tokens and scenery coloured red or orange on the scenario map.

2 Survivors: Do not place doors, security tokens and scenery coloured red, orange or yellow on the scenario map.

Map Key: Door; Security Token; EXIT Marker; Walker Token; Walker Entry Point – Low; Walker Entry Point – Medium; Walker Entry Point – High; Barricade; Survivor Deployment Area; Negan Start Point; Negan's Shortest Route.

Note that the doors and security tokens are color-coded based on the number of survivors being used.

This marks the route that Negan will try to take to the target point, unless the Survivors secure rooms along an alternative route.

Winning

The game ends immediately when the Win Conditions are fulfilled. If there are several win conditions, they must all be met before the game ends. Otherwise, the Survivors fail in their mission.

There is of course a difference between winning and just surviving, and simply staying alive is not enough to earn Negan's respect!

At the end of each game, if you won, you will get a score. This is calculated by adding up the combined Reputation of all living Survivors. Compare your result to the following table, depending on the number of Survivors you started the game with.

2345
Practically Dead0-40-90-140-19
Scraped Through5-1410-2415-3420-44
Solid Victory15-2925-4435-5945-74
%$*!#^& Good Job!30+45+60+75+

Practically Dead – Negan got out alive and the job got done, but it was no thanks to you! He thinks you're all useless, and he'd kill you if you were worth his time. You are all prime candidates for his next suicide mission...

Scraped Through – You performed adequately, but there's room for improvement if you want to get noticed. Negan decides to beat the Survivor with the lowest Reputation as an example to the others. Do better next time...

Solid Victory – Not perfect, but you've shown some promise. Negan knows your names now. He might even let you hold Lucille for a while, as long as you treat her like a lady...

%$*!#^& Good Job! – You have truly earned the name 'Saviors'. Negan is so delighted he gives you the pick of the food stores, and the best living quarters in the Sanctuary. Better keep those standards up though...

If you're not satisfied with your score at the end of a game, you can always play it again and aim higher!

Top Dog

Although the Survivors are working together to complete Negan's objectives, they are all competing for his attention. Each of them wants to prove themselves as his chief lieutenant; to earn themselves the cushiest jobs and the pick of the supplies.

The Survivor (or Survivors, if it's a tie) with the highest Reputation at the end of a game is the 'Top Dog' – the game's overall winner, with all the bragging rights that go with it!

Losing

The game ends immediately – and the players lose – if:

  • The Threat Level reaches maximum before the Win Conditions are achieved.
  • Negan's Stamina is reduced to the skull icon.
  • All Survivors are Bitten and removed from play.

Scenario 1: Training Day

This small section looks to be sparsely inhabited by Walkers, making it the ideal testing ground for Negan's so-called Saviors. Somewhere in there is a stairwell leading to the factory proper, and Negan wants it found by sundown.

(The map lays out four tiles in a row, with Negan's start point at the top-left corner, doors and security tokens marking rooms along the row, and the EXIT marker at the top-right corner. Negan's shortest route runs along the corridor connecting them.)

Win Conditions

  • Negan must move onto the EXIT marker.

Special Rules

Saviors in Training: The final score table is ignored for this scenario – you either win or you lose. There will however still be a Top Dog!

Scenario 2: Anyone Home?

Progress was harder than expected, but Negan refuses to give up. Spotting a stairwell on the east wing, Negan orders his group to fight a way through, determined to secure the first floor and create a strong foundation for further exploration.

(The map lays out eight tiles in a two-by-four grid, with Negan's start point at the top-left corner, rooms marked with doors and security tokens throughout, and two possible EXIT markers on the bottom row for Negan's shortest route to wind between.)

Win Conditions

  • Negan must move onto the EXIT marker.

Scenario 3: Clearing House

A small quad leads to a side entrance. There should be a way into the loading bay from here, which will allow the Saviors access to the whole complex. But this is uncharted territory, and there are Walkers everywhere.

(The map lays out an irregular staggered arrangement of nine tiles, with Negan's start point at the top-left in a courtyard tile, winding corridors and multiple rooms with color-coded doors and security tokens, and the EXIT marker at the bottom-right.)

Win Conditions

  • Negan must move onto the EXIT marker.

Scenario 4: Seeking Sanctuary

It's getting increasingly difficult to make progress, with so many hidden corners where Walkers might be lurking. Negan wants this entire level cleared and locked down, to provide a safe base of operations.

(The map lays out a large arrangement of eleven tiles across three rows, with Negan's start point at the bottom-left in a courtyard tile, numerous rooms with color-coded doors and security tokens, and the EXIT marker at the top-right.)

Win Conditions

  • Negan must move onto the EXIT marker.
  • The Survivors must secure a number of rooms. The number required depends on the number of starting Survivors:
Starting SurvivorsSecured Rooms
25
36
48
510

Special Rules

Inspection: If Negan reaches the EXIT marker before the Survivors have secured the required number of rooms, he will stop.

From the next round onwards, Negan will start moving back across the board to check on the Survivors' work. The Here's Negan phase will be resolved twice per round, drawing Negan Action cards and/or enraging Negan twice.

Instead of moving towards the EXIT, Negan will move towards the nearest unsecured room. He will continue to do this until the Survivors have secured enough rooms to fulfil the Win Conditions.

Scenario 5: Guns and Ammo

Negan has found some plans of the factory. Turns out there's an old security station on this level, which might be full of useful supplies. Finding it is a top priority.

(The map lays out a large arrangement of eleven tiles, with Negan's start point at the top-left in a courtyard tile, a Weapons Locker marked in one of the rooms towards the bottom-right, numerous other rooms with color-coded doors and security tokens, and the EXIT marker at the far right.)

Win Conditions

  • Negan must move onto the EXIT marker.
  • The room containing the Weapons Locker must be secured.

Special Rules

Objective – Weapons Locker: When the room containing the Weapons Locker is entered, place one more Supply token than stated on the room card. The first Survivor to enter this room gains Reputation equal to the blue die roll.

While this room is secured, all Survivors in play may perform Shoot Actions twice per round.

Moving Negan: It is possible for Negan to reach the EXIT marker while the room containing the Weapons Locker is unsecured. If this happens, once Negan reaches the EXIT marker he will stay there – from that point on he will ignore the movement part of any Negan Action card (although he will move during Call Negan Actions as normal). Both Win Conditions must be complete for the game to end.

Scenario 6: Supply Run

The survivors are now armed and dangerous, but they are also hungry. There is an annex on the factory's north side that used to contain kitchens and storerooms. It is overrun with the dead, but its contents could be vital. You need to get in, get the supplies, and get out.

(The map lays out a wide arrangement of eleven tiles, with Negan's start point at the top-left, a Loading Bay and Weapons Locker marked towards the bottom-left, a Warehouse spanning tiles 15A and 16A, and numerous other rooms with color-coded doors and security tokens.)

Win Conditions

  • Negan must move onto the Loading Bay and then back to the EXIT marker.
  • The Survivors must open every room and collect every supply token.

Special Rules

Armed and Dangerous: Before this game begins, starting with the First Player, each Survivor draws two Supply cards and chooses one to keep – they will start the game with this card. Shuffle the other back into the deck.

Vital Supplies: In this scenario, Survivors gain 1 Reputation when they Search a Supply token.

In addition, when a Survivor enters the Warehouse (tiles 15A and 16A) add a number of Supply tokens equal to the blue die roll more than the number listed on the room card.

Moving Negan: At the start of this scenario, Negan's target point is the Loading Bay, rather than the EXIT. When Negan reaches the Loading Bay, he will stop. From the next round onwards, he will instead move back towards the EXIT marker. It is possible for Negan to reach the EXIT marker before the Survivors have collected all the supplies. If this happens, once Negan reaches the EXIT marker he will stay there – from that point on he will ignore the movement part of any Negan Action card (although he will move during Call Negan Actions as normal). Both Win Conditions must be complete for the game to end.

Scenario 7: The Best Medicine

That map Negan found in the security station had more than just the fire exits marked on it. It also showed the location of the first aid station – yep, this factory has a goddamn infirmary, and Negan has ordered you to secure it.

(The map lays out a wide arrangement of ten tiles across three rows, with Negan's start point at the middle-left in a courtyard tile, the First Aid Station marked in a room towards the top-right, numerous other rooms with color-coded doors and security tokens, and the EXIT marker at the top-left.)

Win Conditions

  • Negan must move onto the EXIT marker.
  • The room containing the First Aid Station must be secured.

Special Rules

Objective – First Aid Station: The first Survivor to enter this room gains Reputation equal to the blue die roll.

Any Survivor in this room who performs a Recover Stamina Action recovers Stamina equal to the blue die roll instead of the red die roll.

Moving Negan: It is possible for Negan to reach the EXIT marker while the room containing the First Aid Station is unsecured. If this happens, once Negan reaches the EXIT marker he will stay there – from that point on he will ignore the movement part of any Negan Action card (although he will move during Call Negan Actions as normal). Both Win Conditions must be complete for the game to end.

Scenario 8: Motherlode

Would you look at that! A cache of gasoline, just waiting here for finders keepers. Negan wants this precious cargo loaded up onto that truck out front – this is going to change everything.

(The map lays out a wide arrangement of ten tiles across two rows, with a Loading Bay and gasoline barrels marked in rooms towards the bottom-left, and numerous other rooms with gasoline barrels, color-coded doors and security tokens across the rest of the board.)

Win Conditions

  • Negan must move onto the EXIT marker and then move back to the Loading Bay.
  • The Survivors must deposit a number of gasoline barrels onto the Loading Bay. The number required depends on the number of starting Survivors:
Starting SurvivorsGasoline Barrels
23
34
45
57

Special Rules

Gasoline Barrels: Gasoline barrels cannot be moved through, but do not block line of sight.

A Survivor may pick up a gasoline barrel by spending an Action while adjacent to it. Place it next to their card. While they have the barrel, they cannot Run or use any weapons.

A Survivor can put down a barrel by spending an Action – place it adjacent to them. If a barrel is put down in the Loading Bay, the Survivor gains 3 Reputation.

A Survivor that dies while carrying a gasoline barrel drops it in the space they occupied.

If a model Shoots a target within 2 spaces of a gasoline barrel (or a model carrying a gasoline barrel), roll the Action die after resolving the attack. On a star, the barrel explodes! Remove the barrel from play. Every model within 3 spaces loses Stamina equal to the white die roll (Walkers are knocked prone, or removed if a bang symbol is rolled). If any other barrels are in this area, roll the Action die for each and repeat the process.

Moving Negan: When Negan reaches the EXIT marker, he will stop. From the next round onwards, his target point will instead be the Loading Bay. It is possible for Negan to reach the Loading Bay before the Survivors have collected enough gasoline. If this happens, once Negan reaches the Loading Bay he will stay there – from that point on he will ignore the movement part of any Negan Action card (although he will move during Call Negan Actions as normal). Both Win Conditions must be complete for the game to end.

Scenario 9: Watch It Burn

A breakdown in communication has led to Walkers swarming into this part of the factory. Negan is about as pissed as he gets – he's heading for the old incinerator, muttering something about making an example of someone. Better get on his good side, and quick!

(The map lays out an irregular arrangement of ten tiles, with Negan's start point at the top-left in a courtyard tile, a Furnace marked in a room in the middle-left area, the Factory Floor (tiles 1B and 2B) at the bottom-right containing a second Furnace, and numerous other rooms with color-coded doors and security tokens.)

Win Conditions

  • Negan must move onto the EXIT marker.
  • All Survivors in play must reach the Factory Floor (tiles 1B and 2B).
  • There must be no Walkers or Walker tokens on the Factory Floor.

Special Rules

Heating Up: Once Negan reaches the EXIT marker, at the start of each subsequent Here's Negan phase, any Survivor on the Factory Floor (tiles 1B and 2B) with less than 5 Reputation immediately loses Stamina equal to the red die roll.

Moving Negan: It is possible for Negan to reach the EXIT marker before the Survivors have reached and cleared the Factory Floor. If this happens, once Negan reaches the EXIT marker he will stay there – from that point on he will ignore the movement part of any Negan Action card, and will not even move for a Call Negan Action (although he will still kill nearby Walkers if the Action is made). All Win Conditions must be complete for the game to end.

Scenario 10: Spark of Life

Parts of the factory are still in total darkness, and it's making exploration hard going. Negan has ordered a search party to seek out the backup generator, and see if they can breathe life into the old facility.

(The map lays out a long arrangement of eleven tiles across three rows, with Negan's start point at the bottom-left in a courtyard tile, a Generator marked in a room near the top, the Warehouse spanning tiles 15A and 16A, and numerous other rooms with color-coded doors and security tokens, and the EXIT marker at the far right.)

Win Conditions

  • Negan must move onto the EXIT marker.
  • The room containing the Generator must be secured.
  • The Generator must be repaired.

Special Rules

Dark in Here...: At the start of the game, take the Pitch Black card from the Room deck and put it next to the Warehouse (tiles 15A & 16A). No Room card will be drawn for the Warehouse when a Survivor opens the door – use the Pitch Black card instead, but add a number of Supply tokens equal to the white die roll more than shown on the card.

The Generator: If a Survivor is adjacent to the Generator, and not in contact with any Walkers, they can attempt to repair it.

Just like a Secure Action, the Survivor rolls the white die, and adds an extra white die for every other Survivor adjacent to the Generator (including Negan, if he's there). Any model with a Toolkit or Wrench adds 1 to the repair roll. If the total score is 4 or more, the Generator is repaired! When this happens:

  • Discard the Pitch Black Room card.
  • Every Survivor who participated in the repair gains Reputation equal to the blue die roll.
  • Reduce the Threat Level by the blue die roll.

Moving Negan: It is possible for Negan to reach the EXIT marker before the Generator is secured and repaired. If this happens, once Negan reaches the EXIT marker he will stay there – from that point on he will ignore the movement part of any Negan Action card (although he will move during Call Negan Actions as normal). All Win Conditions must be complete for the game to end.

Scenario 11: A Place to Call Home

With the power back on, it's time to make this house a home. Negan has chosen an area of the factory to become the living quarters, but he doesn't want to risk being eaten in his sleep! You will need to check every nook and cranny and completely lock down this floor.

(The map lays out a square arrangement of nine tiles, with Entry Points and Negan's start point in the top corners, numerous rooms with color-coded doors and security tokens, and Negan's shortest route winding through the middle of the board.)

Win Conditions

  • All Entry Points must be removed (see below).
  • All rooms must be opened.
  • There must be no Walkers or Walker tokens on the board.

Special Rules

Seal the Doors: In this scenario, Survivors can use Secure Actions on Entry Points as well as Security tokens. All Survivors standing on or adjacent to the Entry Point can contribute to the roll (including Negan, as normal).

Securing a Low Entry Point will upgrade it to a Medium one, and Securing a Medium Entry Point will upgrade it to a High one. Securing a High Entry Point will remove the marker.

An Entry Point can only be upgraded if there is an available token of the required level to replace it with. If a Breach Room card is drawn and there are no spare Low Entry Points, none are placed.

Upgrading a marker to one of a higher level will not reduce the Threat – this only happens when a marker is removed.

The Reputation gained for upgrading an Entry Point is always 1 for each Survivor that took part. Removing an Entry Point will provide the same Reputation boost as Securing a room, depending on the Threat level as normal.

Moving Negan: Negan's target point will change throughout this scenario, as he inspects the work of the Survivors.

At first, his target point will be the closest, highest level Entry Point on the board, so his starting route will be as shown on the map. As the Entry Points are removed, this may change. If he is ever on an Entry Point, he will become enraged just as if he had come to an unsecured room. He will remain there, becoming enraged each round, until it is removed. He will still contribute to the Secure rolls while standing there.

If all Entry Points are removed and the game is not yet over, Negan's target point becomes the closest Walker or Walker token.

If all Walkers and Walker tokens are removed and the game is not yet over, his target point will be the closest unopened room.

Scenario 12: Chairman of the Board

Negan has decided that his 'Sanctuary' will be a base of operations for something much bigger. But now it's time for his lieutenants to set out and prove themselves worthy of a top spot in the new world order.

(The map lays out an irregular arrangement of eleven tiles, with Negan's start point at the top-left, the Board Room occupying a large purple-tinted area at the top-right, and numerous other rooms with color-coded doors and security tokens.)

Win Conditions

  • Negan must move onto the EXIT marker.
  • The Board Room must be secured.
  • There must be Survivors of sufficient total Reputation in the Board Room. The Reputation required depends on the number of starting Survivors:
Starting SurvivorsReputation
28
312
416
520

Special Rules

The Board Room: The first Survivor to enter this room gains Reputation equal to the blue die roll. Any Survivor in this room may re-roll the Action die when performing a Hold Your Nerve Action.

Moving Negan: It is possible for Negan to reach the EXIT marker while the Board Room is still unsecured and/or there are not enough Survivors inside. If this happens, once Negan reaches the EXIT marker he will stay there – from that point on he will ignore the movement part of any Negan Action card (although he will move during Call Negan Actions as normal). All Win Conditions must be complete for the game to end.

Survival Mode

Playing one-off games of Here's Negan is fun enough, but when you're ready to up the stakes, Survival Mode will prove the ultimate challenge.

When you play in Survival Mode, scenarios are played through in order, with the results of each one having an impact on the next. Players keep the same Survivor from game-to-game, growing stronger with each victory, or weaker with each defeat...

Scenarios are set up as normal, although Survivors may start the game with Reputation and/or Supply cards, as detailed below.

Post-Game Sequence

At the end of each game, before setting up the next scenario, run through the following sequence:

  1. Game Result
  2. Injuries
  3. Top Dog Bonus

1. Game Result

Win

If the Survivors won their game, the margin of victory will determine whether Negan rewards you in the next game or not.

Practically Dead: That was pathetic... Negan spends a solid fifteen minutes alone, shouting obscenities and smashing all your stuff, until Lucille calms him down. All Survivors lose 1 Stamina (this may kill them if they were Bitten!) You must discard any Supply cards that you ended the game with.

Scraped Through: Negan begrudgingly admits that you did okay, but takes all your stuff anyway to make sure you don't get complacent. The Survivor with the lowest Reputation loses 1 Stamina. If a Survivor ended the game with any Supply cards, they are discarded, and the Survivor starts the next game with 1 Reputation.

Solid Victory: What are you waiting for? A #^$%&@ medal? Each Survivor may keep up to one of the Supply cards that they ended the game with, and discard the rest. For each card discarded, they start the next game with 1 Reputation.

%$*!#^& Good Job!: Hall-e-#^$%&@-lujah! Negan is delighted that he won't have to kill anyone after all. The Survivors may keep any or all of the Supply cards that they ended the game with, and discard unwanted ones. For each card discarded, the Survivor starts the next game with 2 Reputation.

Scenario 1 always uses this result if you win.

Loss

If the Survivors lost the game, however, things get a whole lot tougher. All Survivors lose 1 Stamina (this may kill them if they were Bitten!). After setting up the next scenario, place a Walker token in every room that:

a) Contains a Security token, and b) Is 9 or more spaces in size

In addition, losing some scenarios will have knock-on effects to the others as follows:

Scenario 4: Place an additional Medium Entry Point in any corridor space on the edge of the board in Scenario 5.

Scenario 5: The Armed and Dangerous rule does not apply in Scenario 6.

Scenario 6: All Survivors reduce their Stamina by 1 at the start of Scenario 7. This may mean they start the game Incapacitated.

Scenario 9: The Survivor with the lowest Reputation loses 1 more Stamina immediately.

Scenario 10: Take the Pitch Black card from the Room deck and put it to one side during Scenario 11. Its rules (not the Walkers or Supply tokens) apply to the Warehouse (tiles 15A and 16A) and all rooms marked in yellow, orange and red, in addition to any other effects from their Room cards.

Scenario 11: The Reputation required for Survivors in the Board Room in Scenario 12 is increased by 2 per starting Survivor.

2. Injuries

Any model that lost Stamina but was not Bitten may restore Stamina equal to the blue die roll before the next game begins, up to their usual maximum.

Any model that was Bitten, but not removed from play, may restore Stamina equal to the white die roll instead. They remain Bitten – do not flip their Stamina counter.

Survivors that were eliminated due to a Bite get to start afresh in the next game – it'd be unfair to eliminate a player entirely! However, they will start again from zero Reputation and do not get any Supplies or other bonuses for this game.

Negan

Negan can also be injured during a game, and if so he recovers Stamina equal to the blue die roll just like other Survivors.

3. Top Dog Bonus

The Top Dog(s) at the end of each game start the following game with a +1 Action token.

Determining the Winner

The Reputation tracker is always reset to 0 at the start of each scenario, although you may then add any bonus Reputation that Negan awarded you for your supplies.

However, it's important to keep a note of how much Reputation your Survivors earn in each game, as this will be added up at the end to determine the overall winner. Survivors gain an additional 3 Reputation each time they are the Top Dog.

The Survivor with the highest total Reputation over the course of all the games is the overall winner. Congratulations: the winning Survivor has earned the right to become Negan's favorite, and may one day even replace the Big Man!

If you didn't win, don't be downhearted – there's always next time. Unless you did really, really badly, in which case you'll probably just get your face ironed. Such is life.

Quick Reference

Sequence of Play

  1. Survivor Phase
  2. Walker Phase
  3. Here's Negan
  4. End Phase

1. Survivor Phase

Starting with First Player and moving clockwise, each Survivor makes 2 different Actions.

Actions

  • Move
    • 3 spaces
    • May Run, +blue die spaces, causes NOISE if a star is rolled on the Action die.
  • Fight
    • Attack one adjacent Walker.
    • If prone, remove it.
    • Otherwise roll Fight dice.
    • Walker rolls Defense dice.
    • If Attack is higher, Walker is knocked prone. Bang symbol = Walker is removed.
    • If Walker removed, +1 Rep.
    • If two Fight Weapons equipped, attack again with the other.
  • Shoot
    • Attack one Walker in range and line of sight with a Shoot Weapon.
    • Roll Shoot dice.
    • Walker rolls Defense dice.
    • If Attack is higher, Walker is knocked prone if not already. Bang symbol = Walker is removed.
    • If Walker removed, +1 Rep.
  • Hold Your Nerve
    • Roll the Action die if Threat is 2 or more and Survivor is not adjacent to Walker.
    • Star = -1 Threat, +1 Reputation.
  • Search
    • If not adjacent to Walkers, remove adjacent Supply token and draw Supply card.
  • Secure
    • If no Walkers or Fire in room and Survivor not adjacent to Walker, roll the white die per Survivor (inc. Negan) to equal or beat Security value. If so, flip Security token, Threat -1, acting Survivor gets Reputation equal to Security value, other Survivors in room get +1 Reputation.
  • Break and Enter
    • Roll the Action die to unlock adjacent locked door. Causes NOISE. Star = success.
  • Call Negan
    • Lose Reputation equal to the blue die roll. Move Negan where you like. When he stops, remove Walkers equal to the blue die roll from within 3 spaces and line of sight.
  • Clear the Way!
    • Move Negan as normal (see Here's Negan Phase).
  • Extinguish
    • Roll the Action die. Star = Remove adjacent fire token.
  • Make NOISE
    • See below.
  • Recover Stamina
    • If in secured room and not adjacent to Walker, restore Stamina equal to the red die roll.
  • Swap Items
    • Equip items, or give or take items from Survivor within 3 spaces and line of sight.

2. Walker Phase (p18)

See Walker Reference Card.

3. Here's Negan (p20)

See Negan Reference Card.

Note: In Round 1, place Negan on his starting position and then skip the rest of this Phase.

4. End Phase (p22)

  1. Remove Activation tokens
  2. +1 Threat if fewer secured rooms than Survivors. +1 Threat if there is fire. Resolve fire damage – Roll the Action die for each model within 3, star = -1 Stamina/Walker removed.
  3. Roll the Action die for each prone Walker. Star = stands up.
  4. Pass First Player token

Entering a Room (p14)

When an unsecured room is opened:

  • Reveal Walker tokens and place Walkers.
  • Draw and resolve a Room card.
  • Walkers in room placed from Security token, then adjacent.

NOISE (p12)

  • +1 Threat.
  • Walker tokens move 1 space towards NOISE.
    • Reveal token if it enters line of sight.
  • Walkers move 2 spaces towards NOISE.
  • Place Walker token on closest Entry Point up to current Threat.