Sunday, October 28, 2018

Here's Negan - Training Day

Scenario 1: Training Day.

This is the board set up (note this is for two survivors and Negan – this setup is different for more survivors).



The survivors are:

John, he is good at fighting and is armed with a Crowbar.

Dwight, he is better at shooting and has a Crossbow and a Knife.

I am using the Negan from the TWD:AOW Booster.

The starting threat level is 1.

This is a Solo run, so the player can choose which survivor activates first, this would affect play if two or more players were playing.

Turn One.

Survivors Phase.

Dwight moves forward to the first door, opens it (unlocked doors can be opened automatically), steps through, opens the door across the corridor and steps through.

Survivors can move up to three spaces as a Move action.

Dwight has entered an unsecured room so a Room card is drawn.

The card is “Lockdown”. The text on the card is followed, a supply token is placed in the room and the required die is rolled for Walkers. Luckily a blank is rolled, so no walkers.

As the room is empty, Dwight attempts to secure it. His player rolls the White Die and rolls a 1, this is equal to the Secure number for the threat level so the room is now Secure. Negan will be pleased. Dwight gains one reputation.

That is it for Dwight’s activation so the activated marker is placed on his card.

John moves forward his three squares. He has nothing he can do with his second action, so the Survivor phase ends.

Walker Phase

The player draws an Event Card “They Are Everywhere!”. The threat is increased and walker tokens are added to the board. John is looking at one of the tokens so it is revealed as a Red die. John is not as lucky as Dwight and gets two walkers.

The other Walker tokens are moved one square towards the survivors.

The first one is in contact with John so attacks (they do not move). John’s player rolls a die for defence, and a die for the Walker attack. John gets a 2, the walker a 1 so the attack is fended off.

Here’s Negan! Phase

Nothing happens in the first turn.

End Phase

The activation tokens are removed.

There is one Secured room but three Survivors, so the Threat Level is increased.

Turn Two.

Survivors Phase

Dwight moves in contact with the locked door. With his second action he tries to Break And Enter. The Player fails the roll and Noise is caused. Another token is added adjacent to the entry point (which is currently occupied by a Walker) and the Threat Level goes up again.

John chooses to attack the Walker in front of him. He rolls his Fight plus his Weapon. This gets four hits and two Headshots. The Walker collapses motionless. John bravely moves forward to face the Next Walker, protecting Negan.

Walker Phase

The Event Card is drawn and the text followed. No Threat Level change takes place.

The Walker tokens are moved. Dwight is in for a surprise when that door opens.

The Walker facing John attacks. John once again fends off the Walker.

Here’s Negan! Phase.

Negan wants Dwight (furthest from him) to move three spaces towards the exit (unlocking doors as required) OR ELSE! Unfortunately, there is a Walker behind the door and Dwight takes the Reputation hit.

End Phase

Threat goes up (still three survivors but only one secured room).

Turn Three

Survivor Phase

Dwight tries the door again. Fails again. Dwight is stacking up the tokens behind that door. To pass the time he searches the token. Congratulations, you win a Fat Cigar.

John bravely goes for a “Clear The Way” action, moving Negan three squares towards the exit. He then attacks the Walker in front of him. He beats but does not Headshot the walker and it goes Prone. The Walker token behind it is revealed, and John’s luck does not improve – three more Walkers. Luckily they cannot get to him because of the Prone Walker.

Walker Phase

Poor shuffling of the Event Deck – same card as last time. There is a bit of a queue at the exit! No Walker can contact John because of the Prone Walker.

Here’s Negan! Phase.

Negan is “Sick Of Dwight” causing Dwight to make Noise.

End Phase.

Threat goes up again.

The Prone Walker remains Prone.

Turn Four

Survivor Phase

Dwight decides that discretion is the better part of valour and moves away from the Locked Door.

For his second action he attempts, but fails to Hold His Nerve.

John moves towards the barricade and attempts to jump it. He fails. He will have to move round his boss. This is not going to go down well. He also tries to Hold His Nerve. He also fails.

Walker Phase.

A Red die’s worth of Threat is added and a Walker appears within three spaces of Negan.

Here’s Negan Phase

Negan is not a happy chap. John loses his only point of Reputation. He also loses a point of Stamina, as does Dwight. The Walkers are attracted by Negan’s howls of anger.

End Phase.

The Threat Level rises again, but the Prone Walker does not.

Turn Five.

Survivors Phase

This time it is John’s turn to go first (remember this is a Solo game so the player can choose who goes first).

He moves in contact with the Locked Door and by the magic of his Crowbar, it opens without a roll. Unfortunately that reveals a queue of Walker tokens.

The first one is a blank. The second is a White die, but the player rolls a blank! His luck continues to fluctuate, this time a Blue die. Two Walkers. The last visible token is a Red die, but his luck returns, another blank.

He decides to try and reduce the threat level (it has reached Medium) and succeeds, reducing it by one.

Dwight shoots at the Walker nearest his boss. He gets a blank and a 1, the Walker’s defence roll is also a 1, so it becomes a bit of a pin cushion.

As he cannot do anything else, he also tries to Hold His Nerver. It goes as well as his shooting. There will be trouble.

Walker Phase.

Yes, really make sure you shuffle the Event cards. Brief pause for a shuffle.

New card, Threat goes up and another token is added. There is a definite queue for John’s attention.

Negan takes a hit. This would cost Reputation, if there was anyone with any Reputation in this party.

John defends himself from the Walker in front of him. He defends himself easily.

Here’s Negan! Phase

Well, Negan is Enraged by being attacked! Dwight and John receive a stern telling off from Lucille. Two Walkers also suffer the result of his wrath.

End Phase.

Threat goes up, Prone Walker stays down.

Turn Six

Survivor Phase

Dwight shoots the Walker across the barricade. No effect. He does drop the Threat Level though.

John Attacks the Walker, knocking it prone. With his remaining action he moves to one side. Negan is not going to be happy in the next phase.

Walker Phase.

More tokens and Walkers.

There is one Walker adjacent to Negan alone, and one that is adjacent to both Negan and John. The combat is split so John fights one and Negan fights the other.


John just defends himself. Negan takes another hit.

Here’s Mister Happy!

Enraged again, Dwight and John feel his wrath, as does one Walker.

End Phase.

Threat goes up, Prone Walker stays down.

Turn Seven

Survivor Phase

Dwight shoots and hits a Walker. It goes down (but not out).

For his second action, he pokes at the adjacent Walker with his knife. He pokes it in the eye! He is on the Reputation score board again!

John dispatches the Prone Walker and clambers over the body.

Walker Phase.

Lots more tokens.

John is Bitten, which is not good for him.

Here’s Negan Phase

The log jam (Walker Jam?) stops the effects of Negan’s Action.

End Phase

Threat goes up and the two Prone Walker stay down.

Turn Eight

Survivor Phase

Dwight shoots at the Walker in the doorway. It is knocked down. Once again, his first aid abilities fail him.

John attacks the Walker, knocking it prone. He is adjacent to a door and opens it, the first Walker token is luckily a blank, the second generates two Wakers. He moves into the room (with two Walkers in it).

Walker Phase

The Event card causes Dwight to shriek, the Noise attracting unwanted attention. The threat level is now High.

John is surrounded by hungry Walkers, he rolls his Defence die, while the Walkers roll a cumulative three dice. He rolls a blank. They roll a blank (sigh of relief, cut short by…) and two 1s. John joins the ranks of the Walking Dead (having been bitten then reduced to zero Stamina). The character is replaced by a Walker.

Negan loses another point of Stamina.

Here’s Negan! Phase

Negan is Enraged again. Dwight loses his only point of Reputation. He does dispatch another Walker.

End Phase

The Threat goes up, as do two of the Prone Walkers.

Turn Nine.

Survivor Phase

Dwight dispatches a Walker. He then patches himself up.

Walker Phase

The Secured token is flipped back to Unsecured.

The Walker tokens and Walkers move. Negan loses another Stamina point.

Here’s Negan! Phase

Negan is Enraged again. He dispatches another Walker and Dwight loses another point of Stamina.

End Phase.

The Threat goes up, and one of the Prone Walkers stops laying about.

Turn Ten

Survivor Phase

Dwight fires at the walker in the doorway. He misses. He does some first aid and regains one point of Stamina.

Walker Phase

More and more they come… Negan takes another hit.

Here’s Negan Phase

You guessed it.

End Phase

Threat up, Prone Walker up.

Turn Eleven

Survivor Phase

Dwight shoots again and the target goes Prone.

He patches himself up.

Walker Phase

And the Event Card pushes the Threat over the limit and the game ends.

In conclusion


This went wrong from Turn One with the Lockdown Room card. The plan was to open the door and then snipe down the corridor. Not being able to get through the door from turn two until turn five messed up the plan and allowed the Walker numbers to build up.

It is very difficult with just two Survivors, the entry point in the corridor needs to be held to allow Negan to get safely into the first room. It might be that he is big enough and bad enough not to need that protection, but it will not do wonders for the characters Reputations.

The game itself went fairly smoothly. I did need to check a couple of the rules again (the rules on Doors could do with being in the index).

So reset and try again, maybe with more survivors.