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The Walking Dead: Surrounded

The Walking Dead: Surrounded Rulebook

Table of Contents

Table of Contents

  • Components
  • Setup
  • The Map
  • Gameplay
    • Explore
    • Occupy
  • Abilities
  • Locations
  • End of Game
    • Battles
    • Scoring
  • Final Score
  • Scenarios
    • Scenario Setup
    • Scenario Scoring
    • 1. Fuel Up
    • 2. Armed & Dangerous
    • 3. Refill Your Meds
    • 4. Don't Move!
    • 5. Stay the Course
    • 6. Blind Faith
    • 7. One-Stop Shop
    • 8. Defend the Perimeter
    • 9. Power Struggle
    • 10. Keep 'Em Busy
    • 11. Spread Out
    • 12. Splinter Factions
    • 13. Recon Mission
    • 14. Pockets of Resistance
    • 15. Cut a Path
    • 16. Brain Trust
    • 17. Lie Low
    • 18. Betrayer
  • Credits

Components

18 cards, each with a location side and an occupant side.

Location side:

  1. Number
  2. Name
  3. Occupant
  4. Container
  5. Effect

Occupant side: 6. Leader (Human) 7. Walker 8. 2 Walkers 9. Survivor (Human) 10. Ability

Setup

Shuffle all 18 cards together to form a deck, location side up.

Place the top card of the deck on the table to set the starting location for your map.

Spawn a Walker by flipping the top card to its occupant side and place it so that a Walker is adjacent to the starting location (see The Map).

The player who most recently saw a Walker plays first.

The Map

The map's outer edges are all card edges beyond which no other cards have been placed (edges around interior empty spaces don't count).

Always place cards upright (not rotated), and aligned to an imaginary grid extending in all directions from the starting location.

Two cards are adjacent if they touch edge-to-edge. Each new card must be placed adjacent to at least one other card, but not adjacent to any other card of the same type (locations and occupants must be placed in an alternating "checkerboard" pattern). The map must remain connected: every card must reach every other card through a series of adjacent cards.

Gameplay

Players take turns in clockwise order. As the active player, take the deck and decide to Explore or Occupy. You must decide before removing the top card (do not look at its occupants or the next card in the deck).

Explore

Place the top card adjacent to one or more occupants on the map (see The Map). Then, spawn a Walker if possible by flipping the top card of the deck to its occupant side and place it so that a Walker is adjacent to the new location. If that cannot be done, place that occupant card in any valid location. If the occupant cannot be placed at all, discard it along with the remaining cards in the deck, then proceed to Scoring.

At the beginning of your turn, if the location on the top card has a Walker or if you cannot place an occupant card anywhere on the map, you must Explore.

Occupy

Flip the top card to its occupant side, and place it adjacent to one or more locations on the map.

At the beginning of your turn, if you cannot place a location anywhere on the map, you must Occupy. If there is only 1 card left in the deck, then you must Occupy (even if there is a Walker on the location). If you cannot Occupy any location with the last card, discard it and proceed to Scoring.

Abilities

Each turn, you may use the ability of 1 human that became adjacent to a location, either from Occupying a location or spawning a Walker after Exploring. You may not use more than 1 ability per turn, and the map must remain connected after every ability.

Move: Move 1 occupant card to another valid space at a location it is currently adjacent to.

Look: Peek at both sides of the top or bottom card of the deck (return the card afterwards).

Burn: Return any card from the map to the top or bottom of the deck (location side up).

Locations

A location's occupants include occupants that touch an edge of the location as well as any on the location itself.

A location is surrounded if every edge is adjacent to an occupant card. This does not change if some occupants are eliminated in battle.

A location is overrun if any Walkers survive battle resolution (see Scoring).

End of Game

The game ends when the deck is empty. For each location on the map, resolve any battles at that location and score it as follows:

Battles

Walkers vs. Humans: Eliminate each Walker (each X icon on occupants at the location) by eliminating a human at the location. If there are more Walkers than humans, eliminate as many Walkers as possible; the remaining Walkers overrun the location.

Leaders: If there are 2 or more remaining leaders at the location, those leaders all eliminate each other.

Scoring

The location's score may be affected by its occupants, container, and location effect.

Score the remaining occupants (occupants eliminated during battle do not score):

  • Survivor: 1 point each.
  • Leader: 1 point each, plus 1 point per survivor at the same location.
  • Walker: -1 point per icon.

If the location is surrounded, open any container there and gain its bonus:

  • Gas can icon: 1 point, plus 1 gas can (for scenarios).
  • Weapon icon: 1 point, plus 1 weapon (for scenarios).
  • Medical kit icon: 1 point, plus 1 medical kit (for scenarios).
  • +2: 2 points.
  • +3: 3 points.

Final Score

Add up the scores for every location to see how well you did!

ScoreRank
0-10This is the beginning of the end.
11-15You're just scraping by.
16-20You might just do this after all.
21+You're a born leader. Congratulations!

Scenarios

The following scenarios add new challenges for you to overcome.

Scenario Setup

Choose a difficulty level (Standard, Hard, or Expert). Perform normal game setup, and read the scenario matching your starting location's number. The scenario may set additional goals or restrictions for the game.

Alternatively, choose a scenario and difficulty, place the matching location on the map, shuffle the remaining cards to form the deck, then spawn a Walker.

Scenario Scoring

To win the game, you must meet the requirements of your scenario. In the scenario descriptions, "remaining" occupants refer to occupants that are not eliminated during battle. Try to win and maximize your score!

1. Fuel Up

Everything you need still runs on gas.

  • Standard: Surround 2 locations that have gas can containers.
  • Hard: Surround 2 gas can locations, and those locations must not be overrun.
  • Expert: Surround 2 gas can locations, and each of those locations must have at least 1 remaining leader and at least 1 remaining survivor.

2. Armed & Dangerous

Anyone who can carry a weapon better grab one.

  • Standard: Surround 2 locations that have weapon containers.
  • Hard: Surround 2 weapon locations, and those locations must not be overrun.
  • Expert: Surround 2 weapon locations, and each of those locations must have at least 1 remaining leader and at least 1 remaining survivor.

3. Refill Your Meds

You'll need medical gear to keep everyone going.

  • Standard: Surround 2 locations that have medical kit containers.
  • Hard: Surround 2 medical kit locations, and those locations must not be overrun.
  • Expert: Surround 2 medical kit locations, and each of those locations must have at least 1 remaining leader and at least 1 remaining survivor.

4. Don't Move!

If you want to stay alive, stay still.

  • Standard: You may use the Move ability up to 2 times.
  • Hard: You may use the Move ability once.
  • Expert: You may not use the Move ability.

5. Stay the Course

There's no time for second-guessing.

  • Standard: You may use the Burn ability up to 2 times.
  • Hard: You may use the Burn ability once.
  • Expert: You may not use the Burn ability.

6. Blind Faith

You know when to trust your gut.

  • Standard: You may use the Look ability up to 2 times.
  • Hard: You may use the Look ability once.
  • Expert: You may not use the Look ability.

7. One-Stop Shop

Load up on supplies in one good run.

  • Standard: Surround at least 1 gas can location, 1 weapon location, and 1 medical kit location.
  • Hard: Surround at least 1 gas can location, 1 weapon location, and 1 medical kit location, and those locations must not be overrun.
  • Expert: Surround at least 1 gas can location, 1 weapon location, and 1 medical kit location, and each of those locations must have at least 1 remaining leader and at least 1 remaining survivor.

8. Defend the Perimeter

Don't let the Walkers surround you.

  • Standard: The outer edges of the map must have no more than 14 Walkers.
  • Hard: The outer edges must have no more than 12 Walkers.
  • Expert: The outer edges must have no more than 10 Walkers.

Note: Walkers on location cards on the outer edges are counted. Walkers are counted even if they're eliminated in battle.

9. Power Struggle

Keep survivors united by minimizing conflict.

  • Standard: Locations must have no more than 4 remaining leaders.
  • Hard: Locations must have no more than 3 remaining leaders.
  • Expert: Locations must have no more than 2 remaining leaders.

10. Keep 'Em Busy

Anyone who isn't helping is a hindrance.

  • Standard: At least 1 location must have no remaining occupants.
  • Hard: At least 2 locations must have no remaining occupants.
  • Expert: At least 3 locations must have no remaining occupants.

11. Spread Out

Divide your group to control multiple areas.

  • Standard: At least 2 locations must have the same score.
  • Hard: At least 3 locations must have the same score.
  • Expert: At least 4 locations must have the same score.

12. Splinter Factions

Let each leader find their own way.

  • Standard: At least 4 locations must have a remaining leader.
  • Hard: At least 5 locations must have a remaining leader.
  • Expert: At least 6 locations must have a remaining leader.

13. Recon Mission

Get the lay of the land to prepare for anything.

  • Standard: You must Explore at least 6 times.
  • Hard: You must Explore at least 7 times.
  • Expert: You must Explore at least 8 times.

14. Pockets of Resistance

Take your positions and hope for the best.

  • Standard: At least 1 location must score 5 or more points.
  • Hard: At least 2 locations must score 5 or more points.
  • Expert: At least 3 locations must score 5 or more points.

15. Cut a Path

Explore as far as you can along the road.

  • Standard: The map must be at least 5 cards wide.
  • Hard: The map must be at least 6 cards wide.
  • Expert: The map must be at least 7 cards wide.

16. Brain Trust

Keep your most skilled members safe.

  • Standard: The outer edges of the map must have no more than 3 occupants with abilities.
  • Hard: The outer edges must have no more than 2 occupants with an ability.
  • Expert: The outer edges must have no more than 1 occupant with an ability.

Note: Humans on location cards on the outer edges are counted, even if they're eliminated in battle. Abilities are counted whether or not they're used.

17. Lie Low

Recover your energy for the dangers ahead.

  • Standard: You may use up to 3 abilities.
  • Hard: You may use up to 2 abilities.
  • Expert: You may use up to 1 ability.

Note: Using one ability (such as Look) multiple times counts as multiple uses.

18. Betrayer

Whatever your motive, you're working against humanity.

  • Standard: You must score less than -10.
  • Hard: You must score less than -15.
  • Expert: You must score less than -20.

Credits

Design: Jason Tagmire Development: Dustin Dobson, Roshni Patel Writing: Ian Howard Rules Editing: Michael Lee Graphic Design: Milan Zivkovic

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THE WALKING DEAD is TM and © Robert Kirkman. All rights reserved.