The Walking Dead: Call to Arms Rulebook
As the name suggests, Call to Arms represents larger scale conflicts. The lone travelers struggling to survive in what’s left of the world have now formed communities, built walls, and gathered arms. However, the harsh conditions outside their walls have led these groups to fear the outside world. They see other groups as a threat to their very existence – no longer are the dead the only ones to fear…
The Walking Dead: Call to Arms is a totally new way to play The Walking Dead! Use your existing miniatures from All Out War to create large-scale clashes in a Walker-infested world.
This brand-new rulebook contains:
An all-new ruleset that takes your Walking Dead games to a new scale
Army lists for two starter factions - Rick's Gang and the Governor's Woodbury
Seven competive PvP scenarios
Equipment lists
This book contains a completely standalone set of rules designed to reflect the brutal, competitive nature of well-organized groups duking it out for supremacy. If you’re an existing player of The Walking Dead: All Out War Miniatures Game, you’ll find that Call to Arms is familiar enough to pick up quickly, but far from the same game.
You’ll need to read these rules carefully and come up with entirely new strategies if you’re to survive! Key differences to watch out for:
The new Strategy Phase
No Threat Tracker
No Melee Phase – fighting is an Action!
Walker Herds
Building a Group
Scenarios