BANG! - We Are The Walking Dead ExpansionBANG!: The Walking Dead is a shoot 'em up card game where your favorite Walking Dead factions face off in a battle to survive! Each player becomes a famous Walking Dead character while taking on the roles of Leader, Savior, Survivor, or Loner. The Leader of the survivors is revealed to all and attempts to protect everyone while staying alive. Saviors, who hide their identities, aim to kill the Leader of the Survivors. Survivors, who also go incognito, aid the Leader in staying alive. The Loner, who is of course working alone, tries to defeat everyone else while accomplishing his/...
The 21st century has seen a board game renaissance. At a time when streaming television finds millions of viewers, video games garner billions of dollars, and social media grows ever more intense, little has been written about the rising popularity of board games. And yet board games are one of our fastest growing hobbies, with sales increasing every year. Today's board games are more than just your average rainy-day mainstay. Once associated solely with geek subcultures, complex and strategic board games are increasingly dominating the playful media environment. The popularity of these complex board games mirrors the rise of more complex cult media products. InGame Play: Paratextuality in Contemporary Board Games, Paul Booth examines complex board games based on book, TV, and film franchises, includingDoctor Who, The Walking Dead, Lord of the Rings, Star Trek, The Hunger Games and the worlds of H.P. Lovecraft. How does a game represent a cult world? How can narratives cross media platforms? By investigating the relationship between these media products and their board game versions, Booth illustrates the connections between cult media, gameplay, and narrative in a digital media environment.
Chapter One The First Trouble Unlike most boys, David dreaded the holidays. His parents were dead and he lived with his Great-Aunt Dot, Great-Uncle Bernard, their son Cousin Ronald and Cousin Ronald's wife Astrid; and all these four people insisted that he should be grateful for the way they looked after him. David tried to be grateful. They sent him to a boarding school which, as schools go, was not bad. Most holidays they arranged for him to go on an Educational Tour or to a Holiday Camp, and these were usually interesting enough to make up for David's not knowing any of the other boys who went on them. He did feel grateful when Cousin Ronald pointed out that he had opportunities which few other boys were given. But when he was at home in Ashbury and not on a Tour or at Camp, he found it much harder to be grateful. And the older he grew, the harder he found it. This particular summer no Tour or Camp seemed to have been arranged. Aunt Dot usually sent David a postcard before the end of term to tell him what Tour he was going on, and this time no postcard had come. David's heart sank a little on the way home, when he thought about it; but he was in a very cheerful mood and did not think about it much. He had taken five wickets for four runs in the match against Radley House, and had capped this by bowling his own games master middle stump, first ball, in the Staff match. it was enough to make anyone cheerful. Cousin Ronald was interested in cricket. He could tell Cousin Ronald all about it. The railway work-to-rule meant that David had to wait two hours for a train in Birmingham, but he was so happy thinking just how he would tell Cousin Ronald about those wickets that hedid not mind at all. He merely bought some bubble gum and sat cheerfully chewing as he thought. When his train drew in among the red houses of Ashbury, however, his heart sank another notch or so, and by the time he had changed from the Wednesday Hill bus to the Lockend bus, he was feeling definitely depressed. But as he stood up to get off the bus, he remembered that the Clarksons lived at the corner of the road, and cheered up a little. The Clarksons were the only children near and they were both younger than David, but they liked cricket and they were not bad fun, considering. The only trouble was that Aunt Dot said they were vulgar. David could never see why. He thought, as he climbed off the bus, that it was a habit of Aunt Dot's to call things vulgar -- like Kent at school calling everything spastic -- and it didn't mean a thing. As he turned the comer, David took a look over the Clarksons' front gate. There was none of the usual clutter of bicycles lying about, and someone had weeded the front drive and planted a lot of useless flowers. That was ominous. David's heart went down another notch. He walked on up the road and opened the gate to Uncle Bernard's big red house, where there were never any weeds, or bicycles, and lines of geraniums were drawn up li
In The Walking Dead Board game, only the strong survive. The weak turn into walkers, and then turn against their former friends. Fight your way through zombie-infested Atlanta with your fellow survivors. Grab some weapons to clear a path. Visit destinations like the department store, old folks home, and the CDC. Find the tools youll need to live another day. Take on the role of Rick, Andrea, or one of the other hapless survivors and scrounge for sweet weapons like a Shotgun or Crossbow.