179 Open Daily games
0 Open Realtime games
  • Status: Live
  • Version: 1.0
  • Designer: RiskyBack
  • Rating:
  • Rating Score: 8.83 out of 10 [6 ratings]
  • Difficulty: Advanced
  • Created Date: 21st Oct 2012
  • Release Date: 31st Oct 2012
  • Games Played: 92

Design Information
Territories 188
Continents 16
Advanced Features Border Modifiers
Artillery Borders
One-way Borders
Factories
 
Board Settings
Gameplay Turn Based
Available Players
4
Card Sets Worth 5,5,5,5,5,5,5
Territory Selection Automatic
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities Off
Teamplay Enabled
Fog Setting Light
Fog Override Disabled
Open Games 0
 
Cards
Shane
Michonne
Zombies
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 Rick Survivors Default Default
2 Glen Survivors Default Default
3 Andrea Survivors Default Default
4 Walker Walkers Default Default

Board Description

Reg's Zombie Farm by Cumberdale is the best example of turning a game of Risk into an RPG. I lost count on the number of times I tried to duplicate this style of play and I always failed misreably. Cumberdale sent me the original image and I just added the layering that WG offers and some of the other cool design and gameplay tools we have here to add to the gameplay. I doubt I improved anything, but I hope that this homage does the original justice.

Oh, and I've renamed it The Walking Dead because I love the Comic and the Show and I know Cumberdale would approve of that.

Very Complicated Game Details

&

Bonus Details

This is an unbalanced team game with limited attacks per turn and a max of 10 units in each territory. The Walkers start off with more units and a good opportunity to grow quickly. The Survivors have 3 players on the team and so they get more attacks but they start wtih fewer units. The Survivors main advantage, aside from 3X the attakcs per turn, is the house which has defense and some bonuses. It's important that the Survivors work together to maximize the bonuses and keep each other alive. Remember, they're greatest advantage is having 3X the attacks per turn! Rick starts in the Living Room, Glen starts at the basement landing and Andrea starts upstairs.

Also, the dice are set as 8 sided, not the normal 6 sided.

The Barn:

There are Walkers in the barn, Hershal's son Shawn, his wife Annette and of course Sophia. Each of these Walkers are facotires and grow 1 unit per turn. Unlike any other territory, these walkers have a max of 25 units. The thing is that they are locked in the barn and have to be freed. The cannot get out from the inside (-10 attack, +10 defend) so they have to be freed from the outside. The Walkers are gonna want them freed at some point and the Survivors will probably want to keep them locked in the barn. Remember, they grow by 1 each turn so the longer they are left alone, the more units they will grow.

The House:

The House has a lot of advantages aside from just the bonuses. The Deck defends at +1 from the Walkers and attacks at +1. The Windows are secured inside and out so they defend at +2 no mattter if you are attaking in or out. The doors are old screen doors so they offer no defense advantage. The stairs offer a defense when going up and an attack advantage going down. From upstairs a sniper can shoot with artillary borders and a Heavy Attack Advantage to the Walkers outside the windows. The player upstairs can also jump out the windows to get outside but there is a big penalty for that. The basement stairs have the same advantages as the other stairs. There is a Not So Secret entrance into the house through the basement from the Mine Shaft so don't forget about it or you may get a sneak attack.

Here are the Bonuses:

  • Deck +10
  • Living Room +4
  • Kitchen +3
  • Dining Room +3
  • Stairs +1
  • Upstairs +3
  • Master Bedroom +2 (back 3 rooms upstairs)
  • Basement Stairs +1
  • Basement +3
  • The Field:

    There are a couple of things in the field that are worth paying attention to. Dale's RV needs a new radiator hose, so it won't start but it is a great place to hold up as it has a +4 defense advantage. The Gas Pump by the Barn can be ignited to become a make shift flame thrower so it gets a +2 attack advantage to anything it can attack. The Barn Door has a +2 defense advanatge but getting those Walkers out may be worth it later in the game. The Shed has an entrance to the Mine Shaft which leads to the basement and is another way to get into the house. The main road is worth a bonus as well as the Diner and the Cemetary off of the main road. Here are the Bonuses:

  • Main Road (Highway to Hell) +5
  • Cemetary +3
  • Diner +3
  • Mine Shaft +3
  • There is also a 2 per 10 territory bonus and abandon with revert to Neutral at end of turn is on so make the most of your attacks and use your fortifies to fill your empties if you want to keep them. There are 8 fortifies with Return to Attack as well as Return to Placement. You can keep up to 25 units in reserve if you should choose to. The Survivors have Team Vision, Team Fortify and Team Placement so communicate with each other because you can greatly help out your other teammates.

    A HUGE THANKS TO CUMBERDALE

    Any issues with this map fall to me, not him.

    He's a Peach!

    A Canadian Peach, but a Peach just the same!

    Gameplay Settings

    Gameplay TypeTurn Based
    Return to unit placement from attackOn
    Return to attack after fortifyOn
    Number of attacks allowed10
    Number of fortifies allowed8
    Multiple attacksOn
    Allow fortificationBordered
    Allow abandonment of territoriesOn
    Abandoned territories revert to neutralEnd of Turn
    Fog typeLight
    Allow override of fog settingNo
    Game historyShow

    Team Settings

    Teamplay EnabledTeamplay Only
    Team VisionOn
    Team Unit PlacementOn
    Team Unit TransferOn
    Team Factory ProductionOff

    Cards

    CardsOn
    Card CaptureOn
    Maximum number of cards allowed5
    Card values5,5,5,5,5,5,5,5,5,5,5
    Must capture non-empty territory to earn cardOff
    Card deckA:18 B:18 C:18 W:2

    Bonuses, Limits and Dice

    Grant 2 units per x territories owned10
    Minimum bonus units per turn3
    Elimination bonus5
    Capturing of reserves on eliminationOn
    Maximum reserve units25
    Maximum units per territoryUnlimited
    Auto Assign Factories
    Number of sides on Attacker's Dice8
    Number of sides on Defender's Dice8

    Initial Setup

    Initial setupSetup based
    Lock seat colorsOn
    Lock seat orderOn
    Lock starting bonus to:Seat
    Allow seat selectionSeats
    Number of units per Territory0
    Territory selectionAutomatic
    Unit placementAutomatic
    Neutral countNone
    Neutral Factories
    Use team names defined in ColorsOn
    Allow players to choose seats / teamsSeats

    Design Information
    Territories 188
    Continents 16
    Advanced Features Border Modifiers
    Artillery Borders
    One-way Borders
    Factories
     
    Board Settings
    Gameplay Turn Based
    Available Players
    4
    Card Sets Worth 5,5,5,5,5,5,5
    Territory Selection Automatic
    Unit Placement Automatic
    Starting Setup Scenario based
    Capital Cities Off
    Teamplay Enabled
    Fog Setting Light
    Fog Override Disabled
    Open Games 0
     
    Cards
    Shane
    Michonne
    Zombies
    Wild
    Seat Color Team Starting Cards Starting Bonus Win Condition
    1 Rick Survivors Default Default
    2 Glen Survivors Default Default
    3 Andrea Survivors Default Default
    4 Walker Walkers Default Default

    Board Description

    Reg's Zombie Farm by Cumberdale is the best example of turning a game of Risk into an RPG. I lost count on the number of times I tried to duplicate this style of play and I always failed misreably. Cumberdale sent me the original image and I just added the layering that WG offers and some of the other cool design and gameplay tools we have here to add to the gameplay. I doubt I improved anything, but I hope that this homage does the original justice.

    Oh, and I've renamed it The Walking Dead because I love the Comic and the Show and I know Cumberdale would approve of that.

    Very Complicated Game Details

    &

    Bonus Details

    This is an unbalanced team game with limited attacks per turn and a max of 10 units in each territory. The Walkers start off with more units and a good opportunity to grow quickly. The Survivors have 3 players on the team and so they get more attacks but they start wtih fewer units. The Survivors main advantage, aside from 3X the attakcs per turn, is the house which has defense and some bonuses. It's important that the Survivors work together to maximize the bonuses and keep each other alive. Remember, they're greatest advantage is having 3X the attacks per turn! Rick starts in the Living Room, Glen starts at the basement landing and Andrea starts upstairs.

    Also, the dice are set as 8 sided, not the normal 6 sided.

    The Barn:

    There are Walkers in the barn, Hershal's son Shawn, his wife Annette and of course Sophia. Each of these Walkers are facotires and grow 1 unit per turn. Unlike any other territory, these walkers have a max of 25 units. The thing is that they are locked in the barn and have to be freed. The cannot get out from the inside (-10 attack, +10 defend) so they have to be freed from the outside. The Walkers are gonna want them freed at some point and the Survivors will probably want to keep them locked in the barn. Remember, they grow by 1 each turn so the longer they are left alone, the more units they will grow.

    The House:

    The House has a lot of advantages aside from just the bonuses. The Deck defends at +1 from the Walkers and attacks at +1. The Windows are secured inside and out so they defend at +2 no mattter if you are attaking in or out. The doors are old screen doors so they offer no defense advantage. The stairs offer a defense when going up and an attack advantage going down. From upstairs a sniper can shoot with artillary borders and a Heavy Attack Advantage to the Walkers outside the windows. The player upstairs can also jump out the windows to get outside but there is a big penalty for that. The basement stairs have the same advantages as the other stairs. There is a Not So Secret entrance into the house through the basement from the Mine Shaft so don't forget about it or you may get a sneak attack.

    Here are the Bonuses:

  • Deck +10
  • Living Room +4
  • Kitchen +3
  • Dining Room +3
  • Stairs +1
  • Upstairs +3
  • Master Bedroom +2 (back 3 rooms upstairs)
  • Basement Stairs +1
  • Basement +3
  • The Field:

    There are a couple of things in the field that are worth paying attention to. Dale's RV needs a new radiator hose, so it won't start but it is a great place to hold up as it has a +4 defense advantage. The Gas Pump by the Barn can be ignited to become a make shift flame thrower so it gets a +2 attack advantage to anything it can attack. The Barn Door has a +2 defense advanatge but getting those Walkers out may be worth it later in the game. The Shed has an entrance to the Mine Shaft which leads to the basement and is another way to get into the house. The main road is worth a bonus as well as the Diner and the Cemetary off of the main road. Here are the Bonuses:

  • Main Road (Highway to Hell) +5
  • Cemetary +3
  • Diner +3
  • Mine Shaft +3
  • There is also a 2 per 10 territory bonus and abandon with revert to Neutral at end of turn is on so make the most of your attacks and use your fortifies to fill your empties if you want to keep them. There are 8 fortifies with Return to Attack as well as Return to Placement. You can keep up to 25 units in reserve if you should choose to. The Survivors have Team Vision, Team Fortify and Team Placement so communicate with each other because you can greatly help out your other teammates.

    A HUGE THANKS TO CUMBERDALE

    Any issues with this map fall to me, not him.

    He's a Peach!

    A Canadian Peach, but a Peach just the same!

    Gameplay Settings

    Gameplay TypeTurn Based
    Return to unit placement from attackOn
    Return to attack after fortifyOn
    Number of attacks allowed10
    Number of fortifies allowed8
    Multiple attacksOn
    Allow fortificationBordered
    Allow abandonment of territoriesOn
    Abandoned territories revert to neutralEnd of Turn
    Fog typeLight
    Allow override of fog settingNo
    Game historyShow

    Team Settings

    Teamplay EnabledTeamplay Only
    Team VisionOn
    Team Unit PlacementOn
    Team Unit TransferOn
    Team Factory ProductionOff

    Cards

    CardsOn
    Card CaptureOn
    Maximum number of cards allowed5
    Card values5,5,5,5,5,5,5,5,5,5,5
    Must capture non-empty territory to earn cardOff
    Card deckA:18 B:18 C:18 W:2

    Bonuses, Limits and Dice

    Grant 2 units per x territories owned10
    Minimum bonus units per turn3
    Elimination bonus5
    Capturing of reserves on eliminationOn
    Maximum reserve units25
    Maximum units per territoryUnlimited
    Auto Assign Factories
    Number of sides on Attacker's Dice8
    Number of sides on Defender's Dice8

    Initial Setup

    Initial setupSetup based
    Lock seat colorsOn
    Lock seat orderOn
    Lock starting bonus to:Seat
    Allow seat selectionNone
    Number of units per Territory0
    Territory selectionAutomatic
    Unit placementAutomatic
    Neutral countNone
    Neutral Factories
    Use team names defined in ColorsOn
    Allow players to choose seats / teamsNone