Resident Evil Building Deck Alliance - Livro de Regras
Resident Evil Building Deck Alliance - Livro de Regras
Resident Evil Building Deck Alliance - Livro de Regras
Table of Contents
ChAPter I. Game Concept ChAPter II. Card Analysis ChAPter III. things You Need to Play ChAPter IV. Field Layout ChAPter V. Basic Game Setups ChAPter VI. Game Modes ChAPter VII. terminology of the Game ChAPter VIII. FAQ Pg 24 News reports begin to come in, speaking of cannibalism in the remote corners of the United States. reports indicate that people were attacked by a group of roughly 10 people. the only evidence found were bits of torn flesh and bone. the grisly incidents continue to increase, with the epicenter being triangulated to an isolated mansion just outside the city limits. Upon approaching the Mansion, however, you come under attack. Your aggressors seem unfazed by your attacks, and you retreat into the mansion. Unable to go back the way you came, will you be able to forge ahead, find a way out and, most of all, escape with your life? Pg 24 Pg 08 Pg 07 Pg 06 Pg 06 Pg 02 Pg 02
Prologue
80
(1) ChArACter CArD Character cards are used to battle against the Infected you encounter throughout the game. Each Character has special effects that could change the game when used.
All Characters have a base damage of 0. (See pg 10 for new Base Damage Rule)
A Card Type
40
(3) WeAPON CArD Weapon cards are used in battle to deal Damage to the Infected. Most Weapons have an Ammo Requirement that you need to fulfill in order to deal Damage. Weapons will be your primary Resource used to deal Damage to the Infected.
A Card Type B Cost to Buy C Weapon Name D Weapon Type
Leon S. Kennedy
1D1 27
During your turn, you can move 1 card from your Discard Pile to the bottom of your Inventory.
During your turn, you can move the bottom card of your Inventory to the top.
B Starting and Maximum Health: This shows the starting Health of this Character. This also represents the starting Maximum Health of this Character. C Character Name
You can Discard as many "Pistol" Weapons from your hand to to give this Weapon +10 Damage during this turn for every Pistol Weapon Discarded due to this effect.
Level
D e
Ammo Requirement
CAPCOM. Licensed for use by Bandai .
30
20
Damage
We-025
Level
Ch-018
e Ammo Requirement: This shows how much Ammo is needed to use the Weapon.
D Levels & Decoration Requirements: This shows the Decorations required to be the Level indicated. (See Pg 11 for Level Up and Decorations) e Effects: These are the special effects of this Character. Character effects which use the word can in them can only be used once during their noted timing. So use them carefully!
F Damage: This shows how much Damage this Weapon deals when used. G Weapon Effect: The special effect the Weapon provides, if any. Weapon effects are activated when the Weapon is used.
(2) AMMUNItION CArD Ammunition serves as the Basic Resource Players need to use their Weapons and to gain Gold to Buy other Resources.
A Card Type B Cost to Buy C Name
(4) INFeCteD CArD Infected cards are only in the Mansion (See Pg 07 for Mansion). As Players Explore the Mansion, they have a high chance of encountering the Infected. When they do, they must Battle and defeat them using whatever Weapon cards they have, lest they be permanently incapacitated.
A Card Type B Infected Name C Health D Effect: This shows the special effects this Infected has, if any.
D
When this Infected is revealed, all Characters take 10 Damage.
+10
CAPCOM. Licensed for use by Bandai .
+10
Am-001
D Bonus Icons: These show any additional bonuses the Ammunition gives. In the example, this Ammunition gives +10 Ammo and +10 Gold.
B C
30
Health
e
.
20
Damage
Decorations
Ma-0 37
e Damage: This shows how much Damage it deals to the Exploring Character if it is not Defeated in battle. F Decoration Reward: This shows how many Decorations the Infected provides once Defeated. The stronger the Infected is, the more Decorations your Character earns.
02 03
20
(5) IteM CArD Item cards have useful effects like healing or increasing the Maximum Health of Characters. Certain Items can only be found in the Mansion. Use them correctly to achieve an advantage over other Players.
A Card Type B Cost to Buy C Item Name
C D
trash this Item to heal a Characters health by 20, or, you can trash this Item and another Green herb from your hand to heal your Characters health by 60.
CAPCOM. Licensed for use by Bandai .
It-001
50
(6) ACtION CArD Action cards have powerful effects that provide bonuses that Players will need in their quest to defeat the Infected.
A Card Type B Cost to Buy C Action Name D Effect: The special effect it gives to the Player.
C D
If you have no Partner, you get +2 cards.
e +10
Gold
CAPCOM. Licensed for use by Bandai
+1
.
e Bonus Icons: The extra bonuses you are getting during the turn the card is played. Apply these Bonus Icons before applying the effect.
Ac-015
Action
(7) eVeNt CArD Event cards represent special occurrences or findings that you will encounter while Exploring the Mansion.
A Card Type B Event Name C Effect: The special effect that occurs when the card is Revealed.
Ma-0 30
04
05
C Discard
Pile
Player Area
80 40 0
20
90
70
Ammo Requirement
CAPCOM. Licensed for use by Bandai .
Damage
We-009
Ammo Requirement
CAPCOM. Licensed for use by Bandai .
Damage
We-024
Ammo Requirement
CAPCOM. Licensed for use by Bandai .
60
45
Damage
We-020
+4
Cards
.
+2
Ac-017
Cards
+1
.
+10
CAPCOM. Licensed for use by Bandai .
+10
Am-001
Buy
Ac-014
(trASh ONCe USeD) the next time a "Las Plagas" Infected is revealed this turn, Defeat it immediately. While your Character(s) is/are Battling, you can move 1 Infected with 20 or less health to the bottom of the Mansion.
Ammo Required
CAPCOM. Licensed for use by Bandai .
Damage
We-004
Ammo Requirement
CAPCOM. Licensed for use by Bandai .
Damage
We-017
Ammo Requirement
CAPCOM. Licensed for use by Bandai .
Damage
We-022
+20
Gold
CAPCOM. Licensed for use by Bandai
+1
.
Action
+1
Buy
+2
Ac-021
During your opponent's turn, when an Infected is revealed, you can trash this card from your hand to give +20 health to any revealed Infected during this turn.
Actions
+1
.
+20
CAPCOM. Licensed for use by Bandai .
+20
Am-0 02
Buy
Ac-018
20
20
30
70
30
Player Area
60
Pile
20
40
90
60
30
C Discard
20
10
Attach this card to your Partner if you have one. When your Character explores, if your Partner is leading with this card attached, 1 of your Partners Weapons gets +10 Damage during this turn.
D Inventory
Area
Pile
Area
The area in the center is referred to as the Resource Area A and 18 different card piles (known as Resource Piles) are placed here, face up. All the cards in this area are referred to as Resources in the game. Players can Buy these cards by paying their cost. Depending on which Scenario you play, different Resources are placed in the Resource Area. However, there are certain cards you need in every game. The following cards are the [Basic Resources] and are placed in the Resource Area for every game. The Basic Resources are:
*As you can see above, piles (5) and (6) have 2 different kinds of cards in them.
All of the noted cards should be shuffled into the same pile before placing them in the Resource Area.
Player Area
C Discard D Inventory
Pile Area
trash this Item to heal a Characters health by 20, or, you can trash this Item and another Green herb from your hand to heal your Characters health by 60.
CAPCOM. Licensed for use by Bandai .
trash 1 card from your hand. then you get +1 card. You can trash this Item and a Green herb from your hand to heal a Character and their Partners health to full.
CAPCOM. Licensed for use by Bandai .
Choose a Weapon type (Magnum, Pistol, rifle, etc). All Weapons of that type get +10 Damage during this turn.
Attach this card to your Partner if you have one. If this card is attached to your Partner at the beginning of your turn, you get +1 Action during this turn.
+1
It-001
It-004
Action
.
+20
Ac-019
Ammo
+20
.
Ac-022
Ammo
+2
.
Actions
+30
CAPCOM. Licensed for use by Bandai .
+30
Am-0 03
Ac-013
Mansion Area e
B
Resources Area
D Inventory
Each Player has their own Play Area B , Discard Pile C and Inventory Area D . Whenever a Player plays a card from their Hand, it is placed in their Play Area face up. At the end of each Players turn, the Player discards all the cards they played that turn, and the ones in their Hand to their Discard Pile. Whenever a Player Buys or Gains a card, it is also moved to their Discard Pile right away. Another area called the Mansion Area e is added next to the Resource Area. The Mansion includes powerful Weapons, Items, and various Events, along with the vicious Infected. Shuffle the following cards into a pile and place it next to the Resource Area,
CArDS thAt GO INtO the MANSION:
Player Area
C Discard
1. All Infected cards Except (30 total): o Reaper o Los Illuminados Monk o Guardian of Insanity
06
07
Take all of the above Resource Piles and add them to the Resource Area.
SteP 2: hAVe the StArtING INVeNtOrY AND hAND reADY! Each Player takes the following cards from the Resource Area. Leave the remainder in the Resource Area, if there is any:
o 7 Ammo x10 cards o 2 Combat Knife cards o 1 Handgun card
Each Player shuffles these 10 cards together and places the pile face down in front of them. These cards are referred to as their Inventory. Then, each Player draws 5 cards from the top of their Inventory as their starting Hand.
(A) GAMe eND AND VICtOrY CONDItION: eArN the MOSt DeCOrAtIONS BeFOre ALBert WeSker IS DeFeAteD!
The game ends as soon as a Player Defeats the most powerful Infected in the Mansion. In this set, the most powerful Infected is Albert Wesker. Once Albert Wesker has been Defeated, each Player will total up their Decorations. The Player with the most Decorations is the winner. (See the next page for how to earn Decorations) If Players are tied for most Decorations, then the Player with the most Health at the moment the game ended is declared the winner. If they are tied, then all (both) of them are the winners.
When this Infected is revealed, all other revealed Infected get +10 health and +10 Damage during this turn.
90
Health
CAPCOM. Licensed for use by Bandai .
70
Damage
Decorations
Ma-0 29
(B) GAMe FLOW: 1 ACtION, 1 BUY, 1 exPLOre, DISCArD eVerYthING AND DrAW 5 At the eND!
Each Player begins their turn with the following: o 1 ACTION o 1 BUY o 1 EXPLORE (4) Explore the Mansion (5) Buy a Resource The Player may do any of the following 5 options in any order they wish: (1) Play an Action (2) Play an Item (3) Activate a Characters Effect
SteP 1: Set UP the INItIAL hOrrOr SCeNArIO! Story Mode is meant to be played with any combination of cards. You can play with as few as 18 Resource Piles, or as many as you want. For the first time you play, start with the Scenario on the following page:
*You do NOT have to perform any of these if you do not want to.
1) PLAYING ACtION(S) Each Player begins their turn with 1 Action. Playing an Action card uses 1 Action, but some cards allow a Player to get more Actions during their turn, allowing for more Action cards to be played in a single turn.
08
09
(1) PLAYING ACtION(S) (CONt.) To play an Action, place the card from your Hand face up in your Play Area, then perform any effects that are listed on the Action, starting with the Bonus Icons first, then the effects. A Player must finish all effects of the current Action before another card can be played. If a Player cannot perform all of the listed effects, then the Player does as much as they can. Any Action played remains in their Play Area until the end of their turn.
LeVeL UP!
When a Character has obtained a certain amount (or more) of the indicated Decorations, that Character levels up, giving you access to more powerful effects to aid you in your escape. When a Character becomes Level 2, that Character has all of the abilities of Level 1 as well as Level 2.
*Some Actions provide additional Ammo or Gold. Dont forget to add these amounts
in prior to Exploring or Buying for your turn. Some Action cards (Such as Uroboros Injection AC-018) have an effect that allow you to use them during another Players turn. This does not cost any Actions to perform!
NeW
Should a Character fail to Defeat the Revealed Infected, the Infected lashes out and Attacks the Character, dealing Damage equal to its Damage amount (plus any modifiers) to the Character. The Revealed Infected is moved to the bottom of the Mansion after dealing its Damage. Note that some Infected have effects when they are NOT Defeated. Be sure to apply these effects. You wouldnt want your fellow survivors escaping first!
(2) PLAYING IteM(S) To play an Item, place the card from your Hand face up in your Play Area, then do any effects that are listed on the Item. If a Player cannot perform all of the listed effects, then the Player does as much as he can. Any Item played remains in that Players Play Area until the end of the turn. You can play as many Items as you want to during your turn. (3) ACtIVAtING A ChArACterS eFFeCt To activate Characters effect, the timing needs to be correct. If it is, you can activate it. There are some permanent effects that are active as long as you are meeting certain conditions. For the timing of the effects, read each effect carefully to determine when you can activate them. A Characters effect with the word can in it can only be activated once during its noted timing per turn.
All Characters have a base Damage of 0 which is not shown. Some Characters in Resident Evil have the ability to increase their Damage, turning their own typically non-lethal bodies into Infected slaying machines!
extrA exPLOre
Some Weapons, like Shotguns, allow a Character to Explore multiple times in a turn. If a Player has multiple Explores, they can use 1 Explore at a time, or all at once. If multiple Infected are Revealed all at once, the Players total Damage must exceed or equal the Revealed Infecteds combined Health. If it does not, then the Character receives the total Damage of all the Revealed Infected. Afterwards, all Revealed Infected that were not Defeated are moved to the bottom of the Mansion.
Ex: Tylar has 40 Ammo and is using a Shotgun which deals 25 Damage. He uses 1 Explore and Reveals Lurker, which has 10 Health. He decides to use his 2nd Explore and Reveals another Lurker, which has 10 Health. Since their total Health is lower than Tylars 25 Damage, both Infected are Defeated. However, if the second Infected Revealed was a Garrador (whose Health is 50), Tylars 25 Damage would be unable to overcome both and his Character would take the total Damage from all of the Revealed Infected.
NeW
(4)
exPLOrING the MANSION When a Character Explores the Mansion, do the following:
1) Announce that you are Exploring. 2) Play and declare any Weapons your Character(s) will be using. Each Weapon can only be used once, unless stated otherwise. 3) Meet Ammo Requirement on the Weapons being used. Take your total Ammo and assign how much Ammo is being used in each Weapon. Ammo is spent as a total, not on a card to card basis. 4) Total up the amount of Damage that your Character(s) are dealing by adding up your Weapons Damage, Characters Damage, and any effects provided by other cards. 5) If any Weapons being used have any effects, they must be used at this moment. After performing the above, Reveal the top card of the Mansion. If an Infected is Revealed, note any effect on the card. If it has an effect, apply it when the effect says so. If the Characters Damage total exceeds or equals the Infecteds Health, then the Infected is considered Defeated. The Infected itself is attached to the Players Character, and its Decoration Reward value is added to that Characters total.
Players can also choose to Explore 1 at a time. While this way is much safer, you also require more weaponry this way, since Weapons can only be used once per turn.
Ex: Alex has 40 Ammo and is using a Shotgun which deals 25 Damage. He uses his first Explore and Reveals a Kipepeo, which has 20 Health. Alex decides to stop, and adds the Kipepeo to his Decorations. Later in the turn, Alex decides to use his 2nd Explore, playing 2 Knives and a Handgun, for a total of 20 Damage. Alex Reveals the Zombie (Male), which has 20 Health. Alex defeats the Zombie (Male) and also adds it to his Decorations.
10
11
NON-INFeCteD CArDS
Sometimes Events can be found when Exploring the Mansion instead of an Infected. In this case, When the Event is revealed, perform the effect listed on the card.
(5) BUYING reSOUrCeS When Buying, a Player can spend their Gold gained for the turn to Buy Resources in order to aid them in upcoming battles. The Cost of each card is located in the upper right hand corner. When a Player Buys a card, they move the card they wish to Buy from the top of the Resource Pile into their Discard Pile. When a Resource Pile is empty, Players cannot Buy any more of that Resource. If the Player has multiple Buys, they combine the total amount of Gold they have for the turn before Buying. This total amount is used to pay for everything they Buy this turn. Buys are done one at a time. Here is an example of Buying Resources during a turn.
(7) ADDItIONAL StOrY MODe OPtIONS Use any of the below Scenarios if you wish to have more diversity in your STORY MODE play:
BOUND ADVANCe reSOUrCeS:
o [Basic Resources] o Treasure o Telescopic Sight Rifle o Gathering Forces o Riot Shotgun & Triple Barreled Shotgun* o Desperate Escape o Quirk of Fate o Red Herb o Flamethrower o Star-crossed Duo o Blowback Pistol o Flash Grenade & Grenade Launcher* o Russian Assault Rifle & Signature Special*
20
+20
CAPCOM. Licensed for use by Bandai .
+20
Am-0 02
+30
CAPCOM. Licensed for use by Bandai .
+30
Am-0 03
Ammo Requirement
CAPCOM. Licensed for use by Bandai .
20
Damage
We-009
10
After moving the Handgun to his Discard Pile, The next card in the Pistol Resource Pile is revealed to be the powerful Burst-fire Handgun. Seeing that the Burst-fire Handgun costs 60 Gold to Buy, Andy finds himself too low on Gold to Buy it. Instead, Andy chooses to use his 2nd Buy to Buy a Green Herb:
*Combine and shuffle them into a pile. Providing Players with little to no Drawing ability, this setup will strain resources as they attempt to make the most of their initial 5 cards.
20
BACkLOG reSOUrCeS:
o [Basic Resources] o Uroboros Injection o Telescopic Sight Rifle o Gathering Forces o Riot Shotgun & Triple Barreled Shotgun* o Desperate Escape o Partners o Great Ambition o Flamethrower o Star-crossed Duo o Archrival o Flash Grenade & Grenade Launcher* o Russian Assault Rifle & Signature Special*
trash this Item to heal a Characters health by 20, or, you can trash this Item and another Green herb from your hand to heal your Characters health by 60.
CAPCOM. Licensed for use by Bandai .
It-001
(6) eND OF tUrN PrOCeDUre Once done with the above, the Player must Discard all cards in their Play Area that arent attached to their Character(s) and all remaining cards in their Hand. Then draw 5 new cards. Once a Player has completed drawing a new Hand of 5, play is passed to the Player to the left.
*Combine and shuffle them into a pile. Players will find themselves with a bit too many Resources as they battle to control their Inventory sizes with this setup.
*Any time a Player needs to draw cards but cannot because of an insufficient
Keep doing these procedures until a Player meets the game end condition.
amount of cards in their Inventory, they draw as many as they can, then shuffle their Discard Pile, then place it in their Inventory Area face down, and draw the rest.
*Combine and shuffle them into a pile. Feel like ending the game quickly? This setup will allow Players to build up their Inventory the quickest and have everything they need when they decide to Explore the Mansion.
12
13
ADVANCeD NOte 1: CUStOM reSOUrCeS As Players become more experienced, they may wish to try their own combination of Resources. Allow each Player to pick one of the Resource Piles one at a time, until you have 18 Resource Piles total. It is advised that you always play with the Basic Resources. ADVANCeD NOte 2: ALterNAte PLAY DIFFICULtY Use the below if you feel that the above setups are not suitable enough to meet your demands:
Easy Difficulty: All Infected get -10 Health, -10 Damage, and their effects are not active. Hard Difficulty: All Infected get +10 Health, +10 Damage, and apply their effects twice. Professional Difficulty: Players must Explore at least once on their turn.
ADVANCeD NOte 3: ALterNAte StArtING INVeNtOrIeS Players can also play with the Custom Starting Inventories in order to enhance the flavor of the game even more. You can find these Custom Starting Inventories under the MERCENARY MODE section. (See the next page) ADVANCeD NOte 4: reSIDeNt eVIL exPANDeD Own both the first and second copies of the Resident Evil: Deck Building Game? Try out these scenarios for a more diverse gaming experience!
*Combine and shuffle them into a pile. Ignore all those tiny weapons and go for nothing but the best! Use your Treasure to get the large Weaponry you need to annihilate the Infected.
NeW CArDS! With MERCENARY MODE, a new card type is introduced, exclusive to this mode:
A
BONUS CArD Bonus cards are used only in MERCENARY MODE. This card can only be found in the Mansion.
A Card Type B Card Name C Effect: When this card is Revealed from the Mansion and the Player decides to Gain it, perform this effect.
*Combine and shuffle them into a pile. Combining the best of the best from Sets 1 and 2, this set up will give you everything you need to rip through the Mansion.
ADVANCeD NOte 5: the DAY-kILLer Feel like Resident Evil action all day long? Combine the Mansions from Set 1 and 2 and rejoice in the Infected hunting fun! The game ends when both Albert Wesker and Uroboros Aheri have been defeated.
B C
When Obtained, players gain 1 extra turn. trash this card afterwards.
Ma-018
14
15
SteP 3 (CONt.)
jILL VALeNtINe 1x Telescopic Sight Rifle, 2x Flash Grenade, 1x Ammo x20, 6x Ammo x10 1x Blowback Pistol, 2x Handgun, 7x Ammo x10 1x Quirk of Fate, 1x Survival Knife, 1x Combat Knife, 7x Ammo x10 2x Uroboros Injection, 1x Handgun 7x Ammo x10
*Combine and shuffle them into a pile. Featuring all the Weapons you could ever need, this abandoned Supply Depot guarantees one thing: Mass Destruction.
SteVe BUrNSIDe
Have game counters of some kind or paper and a pen ready to keep track of the remaining turns of the game.
*Combine and shuffle them into a pile. Welcome to Raccoon City Mall, where anything great is located, everything is on sale, and everyone greets you with rotting teeth and a monstrous hunger! Weve got what cures your hunger for Infected destruction!
(A) GAMe eND & VICtOrY CONDItION After all turns have been depleted, the Team with the most Decorations is declared the winner. If the Health of all the Characters in a Team is reduced to 0 or less, that Team is eliminated from the game and loses immediately. If Teams are tied in Decorations, then the Team with the Character who has the most Health at the time the game ended is the winner. The game will start with 15 turns, but more time can be added with the Time Bonus cards drawn from the Mansion. (B) GAMe FLOW MERCENARY MODE is played in Teams. Every Player can either be on a Team by themselves (1 vs. 1 vs. 1 vs. 1, known as free for all), Teams of 2 (2 vs. 2 max) or, if one Player is more experienced than the others, 1 vs. 3.
MERCENARY MODE follows all the rules of STORY MODE, except that when an Infected is Defeated, it begins or continues a Combo Pile that the Team has started. (See the next section for Combos)
Then, add the Bonus cards to the Mansion. Shuffle up the entire Mansion, and place it in the Mansion Area.
eACh GAMe StArtS WIth 15 tUrNS. Every time each Team has had a turn, a turn is subtracted from the remaining turns. There are ways of adding more. By adding more time, you can increase your score dramatically by extending your combo. Its up to you and your Team to decide how you want to play. (C) Other rULeS tO reMeMBer COMBOS A combo is a string of Defeated Infected that a Team has created as their Characters Explore the Mansion. When Exploring, follow the Instructions under EXPLORING THE MANSION in the STORY MODE section. (See Pg 10)
In order to keep a Combo going, the Team must Defeat an Infected every turn in succession. For every Infected the Team Defeats, more Decorations can be earned. When an Infected is Defeated, it is moved into the Teams Combo Pile. If, at the end of the Teams turn, they have a Combo Pile and did not Defeat any Infected that turn, the Decorations are determined and are written down and added to their total.
8x Ammo x10, 1x Flamethrower , 1x Star-crossed Duo 7x Ammo x10, 1x Russian Assault Rifle, 1x Combat Knife, 1x Handgun 1x Riot Shotgun, 1x Desperate Escape, 8x Ammo x10 7x Ammo x10, 1x Red Herb, 2x Green Herb 2x Great Ambition, 8x Ammo x10 1x Treasure, 1x Archrival, 1x Blowback Pistol, 7x Ammo x10
16
17
COMBOS (CONt.) To determine the total Decorations in the Combo Pile, add up the printed Decoration amount on each Infected (Zombie(Male) , for instance, is worth 1) in the Combo Pile, then multiply that amount by the number of cards in the Combo Pile. After determining the total, write down the total Decorations your Team just earned, and move all of the cards in your Combo Pile to the bottom of the Mansion in any order your Team wishes. Note that the Combo Bonus card is not worth any Decorations on its own.
here IS the BLUe teAMS COMBO PILe:
Failing to Defeat an Infected this turn, they start to total their Decorations up, with Zombie (Male) being worth 1 Decoration, Kipepeo worth 1, and the Licker worth 3. This totals up to 5, but is then multiplied by the total number of cards in Blue Teams Combo pile, which was 3, giving them a total of 15 Decorations for this Combo.
20
Health
CAPCOM. Licensed for use by Bandai .
Damage
10
Decoration
20
Health
CAPCOM. Licensed for use by Bandai .
20
Damage
Decoration
35
Health
CAPCOM. Licensed for use by Bandai .
20
Damage
Decorations
Ma-0 27
Ma-0 28
Ma-0 24
LeVeLING UP Unlike the STORY MODE, Characters Levels are determined by how many Decorations the Team has earned. In other words, the Team members share the Decorations they earn. PeNALtY FOr LOSING ALL YOUr ChArACterS heALth When a Characters Health is reduced to 0 or lower in MERCENARY MODE, that Player is eliminated from the game. If the Health of all the Characters in a Team is reduced to 0 or less, that Team loses the game immediately.
18
19
(A) VICtOrY CONDItION When a Character has Defeated another Character, they gain 1 Decoration. When a Character has earned 3 Decorations, the game ends and that Player is declared Victorious. (B) GAMe FLOW When your Character Explores, instead of Revealing the top card of the Mansion, designate a Character. You are now battling that Character. Follow all rules detailed in the Exploring the Mansion section (Pg 10), as if you had Revealed an Infected.
When a Characters Health is reduced to 0 or less, the Attacking Player can choose a Weapon from the Defeated Players Inventory, Player Area, Hand or Discard Pile and add it to their Discard Pile. The Defeated Player then shuffles all the cards in their Hand and Discard Pile into their Inventory and draws a new Hand of 5, and turns their Character face down. A Character flipped face down cannot be Attacked. On the Defeated Players next turn, that Player can only flip up their Character and pass their turn.
Weske Posse r amount of Damage to reduce its Health to 0. Bob glumly f lips his ssi iCharacter faceadown while Johnny looks through Bobs Inventory, ntell ng une r t be hi igence, hi hly stre n Pile s s nl Player Area, Handoand Discard h, and decides to take his Handgun y wea gt speed creat need for kn , a e and card d byadds itreghis Discard ss apBob shuffles all the cards in his trice to ular do ePile. pea nd ses ll. Hand, Player Area, and DiscardoPile together, draws a fresh Hand of 5, f a s rs to erum and turns his Character face up during his next turn.
Alber Ex. Johnny chooses to Attack Bobs Character and does the right t
LeVeLING UP IN VerSUS MODe Unlike the other two game modes, ONLY A SINGLE DECORATION IS NEEDED TO GAIN A LEVEL IN VERSUS MODE. extrA exPLOreS If a Character has more than 1 Explore, they can Attack multiple Characters by using Weapons against different Characters. Designate the Characters you wish to Attack and Reveal your Weapons, selecting which Character each Weapon is being used on. Each Weapon can only be used once, unless stated otherwise. ADVANCeD NOte 4: CUStOM StArtING INVeNtOrY You can also start with the Custom Starting Inventory made specifically for each Character, or you can mix and match custom setups. These Custom Starting Inventory setups can be found under MERCENARY MODE. (See Pg 15 )
20
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ADDItIONAL rULeS
(A) ChOOSING YOUr ChArACterS When choosing your Characters for Partner Modification, have every Player choose once as normal, then have each Player choose another one. After that, have each Player designate which of their two Characters is their Main Character and which is their Partner. (B) GAMe eND & VICtOrY CONDItION Be sure to remember what the Game End/Victory Conditions are for the game mode you are playing. The PARTNER MODIFICATION does not alter the Game End/Victory Condition, it only alters how you play. (C) YOUr PArtNer Your Partner will aid you in your endeavors as long as you keep them alive. Your Partner is treated as another Character under your control and, as such, has their own Health, base Damage, and effects that you as the Player will be able to harness to create synergy with your Main Character.
Your Main Character is always the Main Character, and their Partner is always the Partner. Your Partners level is determined by the total Decorations attached to your Main Character, and follows all the same rules outlined in the LEVEL UP! Section (Pg 11). Your Partner also has their own separate Health from your Main Character. When they take Damage, their Health is lowered, just as your Main Characters is.
*Combine and shuffle them into a pile. An Introduction to the Partner Modification, many cards that had limited uses before are completely changed when adding in more Characters.
*Combine and shuffle them into a pile. Sometimes, the person who is more accurate is the one who survives, as proven by this Scenario.
*Combine and shuffle them into a pile. Having more cards in your Hand will demand smarter choices be made, less your Partner be killed.
After doing this, shuffle up the entire Mansion, and place it in the Mansion Area.
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PArtNer: Your secondary Character. MAIN ChArACter: Your non-Partner Character GAIN: Moving a card from Resource Area, Mansion Area, or from outside the game into a Players Discard Pile. AttACh: Taking a card and placing it under your Character or Partner. reVeAL: Show the indicated card to all Players. trASh: Moving a card into its Resource Pile in the original Resource Area. heAL: Increasing the Health of the Character by indicated amount. However, it cannot exceed its Maximum Health. reMOVe FrOM the GAMe: Move the card out of the game. It is no longer in the current game. exPLOre: Following the procedures designated on pgs 10-11. DeFeAt: When your Damage is higher than the Health of the Revealed Infected. +x CArD(S): As soon as the Player plays a card stating this, Draw X cards from their Inventory. If there are not enough cards in the Players Inventory, that Player draws as many as they can, shuffles their Discard Pile, places the shuffled cards in their Inventory Area, then draws the rest. If the Player still does not have enough cards, then they draw as many as they can. +x exPLOre: The Player may Explore X times more during this turn. +x ACtION(S): The Player gets X additional Actions during this turn. The instructions on the current Action card must be completed before the Player can play another Action card or moves on to an additional step. +x BUY(S): The Player may Buy an additional X Resources during their turn. The extra Buy adds to the Players overall Buying amount and does not require a Player to immediately Buy. +x GOLD: The Player has an additional X Gold for the turn to Buy Resources with. +x AMMO: The Player has an additional X Ammo for the turn to use Weapons with.
You can find the latest information, upcoming events, updated rules, errata at our official web site: http://www.bandaicg.com/residentevil/
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1 1 1 1 1 1 1 1 1 1 2 3
CH-011 CH-012 CH-013 CH-014 CH-015 CH-016 CH-017 CH-018 CH-019 CH-020 WE-004 & WE-005 WE-009 & WE-010 WE-017 & WE-018 WE-019 WE-020 & WE-021 WE-022 & WE-023 WE-024 WE-025 AC-013 AC-014 AC-015 AC-016 AC-017 AC-018 AC-019 AC-020 AC-021 AC-022 MA-018 MA-019 MA-020 MA-021
Carlos Oliveira Josh Stone Steve Burnside Jack Krauser Hunk Jill Valentine (Brainwashed) Billy Coen Leon S. Kennedy Chris Redfield Claire Redfield Combat Knife & Survival Knife Handgun & Burst-Fire Handgun Flash Grenade & Grenade Launcher Telescopic Sight Rifle Riot Shotgun & Triple Barreled Shotgun Russian Assault Rifle & Signature Special Flamethrower Blowback Pistol Partners Star-crossed Duo Great Ambition Archrival Fierce Battle Uroboros Injection Quirk of Fate Cornered Gathering Forces Desperate Escape Time Bonus +1 Time Bonus +2 Time Bonus +3 Combo Bonus
1 1 1 1 1 1 1 1 1 1
21 IT-001 22 IT-004 23 23 23 23 23 23 23 23 23 23 23 23 23 23 23 23 23 23 MA-022 MA-023 MA-024 MA-025 MA-026 MA-027 MA-028 MA-029 MA-030 MA-031 MA-032 MA-033 MA-034 MA-035 MA-036 MA-037 MA-038 MA-039
Green Herb Red Herb Lurker Infected Bat Licker Duvalia (Las Plagas) Garrador Zombie (Male) Kipepeo (Las Plagas) Albert Wesker Cephalo (Las Plagas) Proto Tyrant Iron Maiden Zombie Horde Nosferatu Los Illuminados Monk Reaper Guardian of Insanity Explosive Barrel Collapsing Floor Traps Laser Targeting Device Ammo x10 Ammo x20 Ammo x30 Treasure
6 5 3 3 2 2 2 3 3 1 3 1 2 3 2 2 2 3 3 1 1 28 15 15 10
11 & 1
4 5 6
9&1 5&1 7
7&1 4&1 5 5 5 8 5 5 5 5 8 5 5 5 1 1 1 2
7 8 9 10 11 12 13 14 15 16 17 18 19 20 20 20 20
23 MA-040
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Credit
Game Design: tylar Allinder Graphic Design: jack L. huang (Cloud 88 Design) Game Development: Anh Duc Do, james takenaka, Alex Bykov & justin kho