All that'z left

2025
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Players
2-2
Weight
N/A

📖 About This Game

The year is 2080 and sixty years ago, aliens landed on Earth and changed the world as we knew it forever. Today, the once civilised world has become an inhospitable place populated by the dead and worse beasts. Humanity has retreated to refuges in the colder regions of the world and founded civilised states there. Sixty years after the catastrophe, these states are once again venturing out into the Lost Lands in search of technology, art and, above all, answers. All that'z left is a fast and dynamic ultra-skirmish tabletop game in a world full of courage, the will to survive, the hope of alien technology and Zombies. Explore the game world in scenarios and campaigns and experience the story of your squad. Choose from one of three factions (United States of Iceland, The Heirs of the Tsar or The Lost Ones) and change the course of history. Are you ready? The rulebook for the second edition of All that'z left with all background information, rules for the game, profiles, scenarios and campaign rules. Together with your playing partner, you also need twenty zombie miniatures. You will also need several ten-sided dice, the markers necessary for the game, which you can either find at the end of the rulebook, a tape measure with inch scale, and terrain. All that'z left is played on a 90x60cm or 3x2 feet board. All that'z left is a game designed for 25-35mm miniatures based on 25mm round bases. The rules at a glance All that'z left is played with ten-sided dice, so called D10. A 1 is the lowest value and a 0 (actually 10) the highest. The lower you score, the better. In this miniature wargame, each character is defined by a profile consisting of six characteristics, each reflecting their strengths in specific areas of skill. Throughout the campaign, players have the opportunity to enhance these values, tailoring their miniatures to fit strategic preferences. Ranged Combat (R): This stat measures a miniature's proficiency with ranged weapons, encompassing everything from pistols to bazookas. It plays a crucial role in resolving gunfire encounters. Close Combat (C): Reflecting a miniature's prowess in close combat, this stat serves as an unarmed basic value. Proficiency (P): Proficiency measures a miniature's skill in handling complex tasks such as loosening shackles, hacking computers, or searching for objects. Body Control (B): The Body Control value gauges a miniature's harmony and control over its body. Willpower (W): This stat represents the strength of a miniature's will. It influences initiative rolls and fear resistance, showcasing the mental resilience of the character in the face of challenges. Movement (M): The Movement value indicates how far a miniature can travel with a standard movement action. This comprehensive profile system empowers players to make informed decisions about deploying their miniatures based on their individual strengths and weaknesses. As the campaign progresses, the opportunity to enhance these profile values allows for a dynamic and evolving gameplay experience, ensuring that each miniature contributes uniquely to the unfolding narrative of the wargame. All that'z left operates in rounds divided into three phases, providing a structured and strategic gameplay experience. Activation Showdown: In an activation showdown, players nominate miniatures to activate in turns. The miniature with the better result wins the activation showdown, the other one has to be nominated again. Action Phase: Each miniature, when activated, can perform either one whole action or two half actions. Free actions can be performed in addition to the whole or half actions. Players must announce all actions at the beginning of the action phase. Ending Phase (if last activation of a round): After all player-controlled figures have been activated, the final phase begins. Active monsters are activated first, followed by zombies, adhering to specific rules found in relevant chapters. Close combat situations are immediately addressed based on the rules for melee combat. Once all monsters and zombies have been activated, a new round begins. Mission objectives A game begins with an element of mystery and strategic depth as players draw objectives face-down from their respective sets of objective cards. Each player possesses his own hidden objectives, and while the main mission objective applies to both players, there can be overlapping or differing secondary mission objectives. As the game unfolds, players work towards fulfilling their mission objectives. When an objective is achieved, the player reveals the corresponding card to validate their accomplishment. Each game typically comprises one main mission objective and around four sub-mission objectives, although special scenarios may introduce up to five side mission objectives. The dynamic nature of the game means that additional sub-mission objectives may emerge during a match. Special events, triggered by the activation showdown draw or specific scenario rules, can introduce these unexpected objectives onto the field. These hidden objectives, discovered by the squads during the game, prove to be valuable and become part of the mission objectives to be secured by the players. This adds an extra layer of unpredictability and strategic planning to the gameplay, ensuring that players remain engaged and adaptive throughout the course of the match. The game ends as soon as at least three mission objectives existing at the beginning of the match have been completed. Zombies, Noise and the escalation scale Throughout every scenario in All that'z left, zombies pose a constant threat, albeit secondary to the primary mission objectives. These creatures are drawn to noise and relentlessly seek the nearest victim. Players must exercise caution, as any noise generated may attract more zombies, escalating the danger. Zombies are not the main threat in the game, nor should they be. Rather, they are an environmental factor that influences your game, but which you can also use to fulfill your objectives or prevent your opponent from fulfilling theirs. Zombies, formidable in numbers, can quickly turn deadly. With every point of noise caused, a dice is rolled to see if new zombies appear. New zombies enter the field in a unique way if the roll is suitable. But be careful: noise also increases the escalation scale. The escalation scale indicates how heated the situation is. In a world of constant threat attracted by noise, too much noise is fatal. To represent these circumstances there is the escalation scale. It increases one segment for every noise point caused. The escalation scale is divided into white and black fields. If a black field is reached or exceeded, an additional die is rolled to check whether zombies appear. If the escalation scale reaches the last field, the game ends automatically. —description from the publisher