I recently picked up a Collector’s Edition set of Walking Dead: All Out War even though I own about 90% of it already. Why? Well, I really wanted the two show exclusive packages that came with it and figured I could always put the other duplicate components to use later.
One of the figures that caught my eye was the next incarnation of Dale, his “Prison Advisor” role.
On the left we have the, uh, well-fed, less-legged version of Dale compared to his svelte survivor days. Just look at what a well-stocked prison pantry and limited mobility does to a man during the apocalypse.
And here his is all painted up. He was pretty easy to get up to my typical tabletop quality but then again there wasn’t much to him. I started thinking that I’d like to try to feature a new painted mini each week but my painting isn’t winning any awards and I’m not sure how interesting it is to just see another painted mini so I thought I’d spice it up a little bit.
Pimp My Board Game humbly presents…. The Pit.
Ladies and Gentlemen, what we have for you today is a tale of survival. One lone survivor must fight through a sealed room filled with the dead. To escape, the survivor must kill all the Walkers in the room before the Threat tracker reaches it’s maximum.
I’ll be decking out each survivor until they reach 75 points to match the starting amount of walkers in the 10″ x 10″ room (six). I’ll provide a report on how well or poorly the week’s survivor did and rank them.
So without further adieu, let’s bring out our first victim…
The lights flicker on, blinding Dale as he gets to his feet. As his eyes adjust, the stark room comes into focus centering on the blood scrawled message in the center of the room: “SURVIVE.” Before he can even think about the cryptic message Dale sees the walkers. With no discernible way out, the message becomes crystal clear as the dead start to notice they too are no longer alone…
Featuring Dale, Prison Advisor, his Prosthetic Leg, a Hatchet, and a Kitchen Knife.
Dale cautiously makes his way over to the right side supply counter and finds some Bandages. He’s able to get a lucky Event card draw with Pandemonium and rolling a blank on sending any walkers his way.
Ever the tactician, Dale’s searching does not alert the nearest walker.
Not seeing any way out, Dale grows bold and attracts a central walker.
Unfortunately, there is no privacy in here and a Roamers Event card brings another guest to the party.
Now, now ladies, there is enough Dale to go around!
or not. Dale must have been surprised about the walker tag team and rolls horribly. And that is after the double rerolls the Kitchen Knife gives him. Taking two wounds and a bite this early is a little brutal so Dale decides to give them a hand, or leg or whatever fake wooden appendage is attached to his would be leg.
At least one of the dice works. Those dumb walkers take the whole thing and Dale remains unscathed.
Dale sneaks away while the ladies are busy munching on the rest of his fake leg. Dumb walkers are dumb. He finds an Old Gun but with his Hatchet and Kitchen Knife in his hands and the Bandages in his one good pocket, he decides a loud pop gun isn’t worth the trouble in this little room. He tosses the gun aside and moves on.
A Too Quiet event card pull knocks the threat up to 8 and with the only remaining supply counter in the middle of a bunch of walkers, Dale uses his luck to see if he can pick off a weak walker in the corner.
Apparently, this was a horrible time to pick a fight with the local as A Storm is Coming… bringing along a healthy does of Pandemonium and They Won’t Stay Down.
Now we got a party! It’s ok Dale, you got this. 10 Red dice verses your 2 white. You might survive this.
Damn! So close! Those Walkers really tried to help you out with a low roll and you just needed one more hit on your dice but again the Kitchen Knife fails you. Go with the Zwilling J.A. Henckels next time you cheapskate!
Dale, Prison Advisor
- Result: Death
- Threat Counter: 13
- Rounds: 5
- Supply Counters Searched: 2
- Walkers Killed: 0