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Resident Evil DBG 2 0

This document provides an overview and rules summary for a modified version of the Resident Evil: The Deck Building Game called "Legendary Encounters 2.0". The modifications include: 1) Gameplay that progresses through multiple "chapters" as players fight infected enemies and complete scenario objectives. 2) Dynamic decks where mansion cards and resources change with each chapter. 3) Winning by achieving a narrative goal rather than accumulating victory points. 4) Inspiration drawn from the Legendary game system to better capture the theme of navigating a dangerous mansion.

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0% found this document useful (0 votes)
598 views20 pages

Resident Evil DBG 2 0

This document provides an overview and rules summary for a modified version of the Resident Evil: The Deck Building Game called "Legendary Encounters 2.0". The modifications include: 1) Gameplay that progresses through multiple "chapters" as players fight infected enemies and complete scenario objectives. 2) Dynamic decks where mansion cards and resources change with each chapter. 3) Winning by achieving a narrative goal rather than accumulating victory points. 4) Inspiration drawn from the Legendary game system to better capture the theme of navigating a dangerous mansion.

Uploaded by

Jw Sq
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd

resident evil: the deck building

game
LEGENDARY encounters 2.0
Adapted by Lowell Foster

Table of Contents

2. Apology / Overview / Materials


3. Basic Requirements / Table Layout / Game Set Up
4. Game Phases (1) Upkeep (2) Explore the Mansion
5. Explore actions: Revealing / Attacking
6. Explore actions: Retrieving
(3) Infection Monitoring / (4) Buy or Trash Cards
7. (5) Skill Phase (5) End of Chapter
8. Winning the Game / Options for Unowned Components
Scenario Overview
Base Scenario: Target: Wesker
9. Target: Wesker. Chapter 1. Chapter 2. Chapter 3
10. Target: Wesker. Chapter 4
Target: Wesker Variants
11. Scenario 2: Get to the Chopper! Chapter 1
12. Get to the Chopper! Chapter 2
Game Advice
13. Card Terminology
Card Terminology Defined
Specific Cards

1
Apology

When I first bought RE: DBG I loved all the pieces, but the game system seemed disconnected
from the source material. For example, I didn't like how the infected, if you didn't defeat them, ran away
into the deck to hide. In the video game, what monster did this?
I also dislike counting victory points as a method of crowning a winner. Victory in adventure
games should come from achieving a narrative goal such as gaining an objective or slaughtering a boss.
One final irritation involved the unchanging nature of the decks in the game. During a scenario,
the mansion deck contents and resource area did not change. What was available at the beginning of the
game was EXACTLY what was there at the end. I wanted the encounters and resources to shift as the game
progressed.
I experimented, but wasn't happy until I played Legendary Encounters: Firefly. In the Legendary
system I saw potential. I could utilize all the components of RE:DBG to create a fairly accurate Legendary
clone with Resident Evil as its theme. Two years ago I shared the first rules on BGG. Recently I came back
to it, updated and clarified the rules, and added a second scenario.
If you have played one of the Legendary Games, then this variant should look familiar, but
experience with that system is unnecessary.

OVerview
In each scenario, you travel through multiple locations (chapters) while fighting off infected and
gathering resources. Your ultimate goal depends on the scenario.
This rule set provides the tools to create a great variety of story-based adventures.
This game system works best as a solo variant.

Materials
The game uses material from the Resident Evil Deck Building Game and its expansions Outbreak,
Nightmare, Alliance, and Mercenaries. No promos are utilized.

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The initial scenario [Target: Wesker] uses material from all expansions, though it can be
modified if some material is unavailable. There will be a note at the end as to how to modify the game to
accommodate missing material.

3
Basic Requirements for Each Scenario
- A character card (randomly selected or chosen)
- Damage tokens
- Initial Inventory Deck: 7-10x ammo, 2-knife, 1-handgun. (Easier option – Use 3 handguns, no knives.)
- Infection Deck: (Source: Outbreak) If unavailable: use tokens or die to track infection level.
- Mansion Decks: a unique deck assembled for each chapter. (See scenario for instructions.)
- Green Herb Deck: 12 20-gold Green Herb cards
- Ammo Deck: 14-10x ammo, 13-20x ammo, 10-30x ammo. Keep unshuffled with 10x on top of deck.
- Resource Deck: a deck of 50 purchasable items. To create: take a single card from 50 different Actions,
Weapons, and Healing cards from your available expansions. Though weapon types may appear more than
once (rifles, explosive, pistol, etc.), specific weapons (Riot Shotgun, Silver Hawk, etc) may not be
duplicated. The exceptions are grenades, flashbangs, and herbs. The Resource Deck may have duplicates of
these cards. Different scenarios may place other restrictions. Cards in the 5 Resource slots are not
considered to be “Decks”.
- Skill Deck (Optional): (Source: Mercenaries) To create: Shuffle all 1st level skills. Don’t include the level
2 or 3 skills. Place these face-up next to or under the 1st level skills.

Table Layout
Character layout Active Spaces Infected layout

Purchased Skill Space 5 Space 4 Space 3 Space 2 Space 1 Mansion Trashed


Skill Deck 20 Bullet 20 Bullet 30 Bullet 30 Bullet 40 Bullet Deck Mansion
Zone Reveal Reveal Reveal Reveal Reveal Cards

Player Green Melee Player Play Infection Character


Discard Herb Deck Space Card Space Deck Infections

Player Ammo Resource Resource Resource Resource Resource Resource Trashed


Inventory Deck Deck Deck Deck Deck Deck Deck Items
Deck Slot 1 Slot 2 Slot 3 Slot 4 Slot 5

Game Set Up
- Pick or randomly choose a Character Card.
- Set up and place Player Inventory Deck.
- Set aside Damage Tokens.
- Place Green Herb Deck, Ammo Deck, Infection Deck (shuffled), and Resource Deck (shuffled).
- Take top 5 cards of Resource Deck to fill Slot 1 through Slot 5. You may arrange slots by cost, type, or
order revealed.

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- Place Chapter 1’s Mansion Deck for scenario (shuffled).
- Follow any specific scenario rules.

5
Game Phases
Each round you will play through the following phases.
1. Upkeep
2. Explore the Mansion
3. Infection Monitoring
4. Buy or trash cards
5. Skill Phase (Optional)
6. End of Chapter (Special)

One: Upkeep
- Draw hand of 5 cards.
- Take 1 facedown (Unrevealed) Mansion card and place in Space 1 (40 bullet). Each infected or
unrevealed card that is ‘pushed’ by this placement moves left to the next higher Space number. (Some
variants contain times when you do not draw a new Mansion card.)
- If all five spaces are filled, shift cards as indicated, move the card from Space 5 into the Melee Space, and
flip it over if unrevealed. If this card is an infected, it does not attack yet. If it is an item, it stays there until
‘Retrieved’. (See below) Any revealed effects occur at this time for flipped cards.
- If a Mansion card is pushed into a Space without an infected or unrevealed card, infected card movement
ends as the cards in higher spaces won’t be forced to advance.
- Items don’t move after being revealed until the final Mansion Card (unrevealed or an infected) moves left
from their Space. Infected and unrevealed Mansion cards may land on an untended item’s space when
forced left.

Two: Explore the mansion


- In this variant, the ‘Explore’ action provides the opportunity to interact with the Mansion Deck by
‘revealing’ cards, ‘attacking’ cards, or ‘retrieving’ cards.
- ‘Revealing’ is an action that flips an unrevealed Mansion Card through the use of bullets or grenades.
- ‘Attacking’ is an action that assigns damage to a revealed infected card on the board through the use of
weapons and/or actions.
- ‘Retrieving’ is an action that picks up an unguarded revealed item (often an objective) that is in a space
without either an unrevealed Mansion card or an Infected.
- At the end of any Exploring action, all infected in the Melee Space that have not attacked will attack at
this time. You take damage and gain an Infection Card from each.

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- You have one Explore action each round, though certain items may allow you to explore a second time.
The second Explore does not need to be the same type of action as the first Explore. You may not use cards
for more than one Explore action on your turn, unless specified by a card or ability.
- As soon as you have fulfilled a chapter’s objective, the chapter immediately ends and you skip to the
special End of Chapter phase. (Some scenarios modify this rule.)

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Explore: Revealing
- You may Heal if you have items or abilities available.
- You may either ‘Reveal’ by using bullets or by throwing a grenade.
- To reveal with bullets, you need to play cards (Ammo or Action) that add up to the Bullet cost for the
Space you want to reveal. Once the cost is paid, reveal the Mansion Card. Any revealed effects occur at this
time. (Imagine this to be spraying a region with bullets to break down barriers to expose infected.)
- To reveal with a grenade, trash one grenade in your hand. Some card abilities will allow you to discard
the grenade instead. Once the grenade is used, reveal the Mansion Card. Any ‘When revealed’ effects occur
at this time. If it is an infected, it takes damage equal to the damage dealt by the grenade. If an infected is
defeated in this manner, place the card under you character card as XP. If the infected is not killed, any
‘Not Defeated’ effect occurs at this time. Ignore all text on grenades except ‘+1 explore’.
- Item cards (maps, antidotes, weapons, objectives) revealed through this action stay on the space. They
may be picked up either by killing the infected in its space or with the ‘Retrieval’ action.
- Unless you have the ability to explore a second time, discard all non-Ammo cards and move on to the
next phase.

Explore: Attacking
- You may Heal if you have items or abilities available.
- To ‘Attack’, you may play ‘actions’, use explosives, and spend ‘Ammo’ cards to activate weapons, much
like the Core game. Ammo generated during a turn is pooled and may be divided amongst weapons used.
- You may target a revealed infected in the 5 Mansion spaces or the Melee space. Explosives may be used
in the same attack as other weapons but may not be used in the Melee Space. Place damage counters on the
target infected. For Spaces 1 to 5, if you only used bullets and explosives, you cannot be attacked back,
even if you don’t kill the infected. The damage on the infected lasts until the infected is killed or it is forced
back into the Mansion deck through some affect. (Optional rule: Explosives may be used in the Melee
Space but damage all occupants in the space including the character.)
- You may attack multiple targets in the Melee space during a single ‘Attack’. If you attack an infected in
the Melee Space and it is not killed, it attacks you. You suffer its damage and acquire an Infection card.
- If you attack an infected in any Space while using a Melee Weapon or a Melee Action, the infected will
hit you, even if you kill it. You will take its damage and acquire an infection card.
- When you kill an infected, take its card and place it under your character. Each defeated infected card
counts as 1 XP. XP under the character card is used to indicate a character’s level (and abilities). XP used
to purchase Skills no longer acts as XP for measuring character level.

8
- If you kill the Boss in a chapter, you may draw the top card of the Resource Deck and place it on your
discard pile. If you kill an infected in a Space with any revealed items, you acquire the items. If either of
these actions completes a chapter, immediately go to End of Chapter phase.
- If your hit points reach zero, your character is dead. The game ends.
- Ignore any text on weapons providing abilities based on purchasing/acquiring cards during the Buy phase.
- Unless you have the ability to explore a second time, keep all Ammo cards and played weapon and action
cards that produced gold during the turn. Discard the rest. Move to the next phase.

9
Explore: Retrieving
- You may Heal if you have items or abilities available.
- If an item or objective is in a space without an infected card or an unrevealed card, you can use the
‘Retrieve’ action by spending the bullet cost for the space as if you were revealing it. This allows you to
retrieve all untended items in a space. Place these objectives by your character. See scenario for specific
rules on how items can be used. If this ends a chapter, immediately go to End of Chapter phase.
- Unless you have the ability to explore a second time, keep all Ammo cards and move to the next phase.

Three: Infection Monitoring


- During combat, any time an infected deals damage to the character (even if through a revealed effect),
draw an Infection Card and place it in the Character’s Infection pile. Ignore all text on Infection cards.
- Place infection cards in a stack in the order they are received. New cards are placed on the top.
- Damage listed on Infection cards instead lowers a character’s maximum health by that amount.
- If a character reaches 10 Infection cards, they die and the game ends. If an Infection card lowers a
character’s health in a way that moves the character to 0 health, the character dies and the game ends.
- As your Heal, during any of the three actions (revealing, attacking, retrieving) you may ‘cure’ 1 Infection
card for every 20 points of healing trashed. For each Infection level cured, trash one infection card from the
top of the Character’s Infection pile. When you trash an Infection card with a damage amount, restore that
many points to the Character’s maximum health.

Four: buy or trash cards


- In an effort to provide a better thematic rational for this phase, the concept of ‘Buying’ cards is revised.
- Eliminate the idea that there is a place where your character is actually buying weapons.
- Change the concept of Gold from a monetary currency to one representing the amount of time you have to
contemplate and scavenge from the dead. Consider the revealed weapon cards in the Resource slots to be
the scattered arms of defeated police, soldiers, and civilians, and the action cards to be skills you might
learn if you have enough time to reflect. With this concept, you are using the time you have (the gold), to
loot objects (weapons, herbs, etc) or educate yourself with some new trick (action).
- You may either Buy a card, Trash cards from the Resource deck, or Acquire a 10x Ammo card.
- You may Buy a card from the 5 revealed Resource Cards, Green Herbs, or Ammo Stack. The card goes to
your discard pile. No card may be placed directly in your hand unless an action, ability, or item allows this.
You may willingly trash 1 10xAmmo card each turn to receive 20 gold instead of 10.
- You may Trash one card from the Resource slots for every 10 gold you possess. Empty spaces are not
filled until the following Upkeep phase.

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- You may Acquire 1 - 10xAmmo and put it in your discard pile.
- Upgrading the 20x Ammo card to 30x after defeating an infected does not count as a buy. The 20x Ammo
card provides 20 gold before it is trashed. The 30x Ammo card only goes to the discard pile.
- You don’t need to repeat the same action if allowed more than one Buy phase.
- Once done with the Buy Phase, draw new Resource Cards until all empty Resource slots are filled.

- (Optional) If you wish to go further with the idea of scavenging as your character explores then make a
discard pile for the Resource deck. At the end of each turn, discard from all Resource slots and then refill.
When this deck is depleted, shuffle the Resource discard pile and make it the new Resource deck.

Five: skill phase (optional)


- This rule is optional. The cards are found in the Mercenaries expansion.
- Each round you may either purchase, upgrade, or recharge a single skill. If you do not have enough XP
for any of these actions, skip this phase.
- Skills can be used in the phase appropriate for their benefit.
- Some Skills require an XP cost to activate. When you pay an XP cost, you trash the infected cards from
under the skill being utilized. You refill the Skill by using the Recharge action.
- To Purchase a Skill, trash 1 XP (infected card under the character) and draw the top Skill card. If you
want to purchase the skill, take its cost in XP from under the character card and place it under the skill card.
Then take that skill’s higher-level cards from the Skill deck and place them next to the Skill purchased.
You can upgrade beginning the following turn. If you don’t want to purchase the Skill, move it to the
bottom of the Skill deck.
- To Upgrade a skill, you will pay XP equal to the cost of the Upgraded Skill. Move XP cards from under
the character card and place under the relevant upgraded Skill card.
- To Recharge a skill, shift the XP cards equal to the card’s cost from under the character card to under the
skill being recharged. You may not shift more cards than the skill’s activation cost.

six: End of chapter phase


- Scenarios are broken up into chapters. Certain actions will end the chapter and initiate a transition to the
next. Each scenario may alter these rules.
- When an End of Chapter phase is initiated, read the scenario for instructions.
- Most follow these rules: Immediately discard your hand to the discard pile. Return all Mansion cards in
play on the board to the Mansion deck and remove that deck from the play area.

11
- Receive a bonus Buy action. Draw one hand from your Player Inventory deck and take the Buy action.
You may not take more than one Buy action during this phase even if allowed by actions or skills. Discard
your hand.
- Any health card purchased may be used immediately.
- Shuffle your discard pile with your inventory to create a fresh deck for the next chapter.
- Create and place the Mansion deck for the next chapter in the Mansion deck space.

12
Winning the game
- If you meet the victory conditions of the final chapter, you win the game!
- If you wish to track points, count how many XP (or Decorations) remain under the character at the end of
the game. Do not count cards used to purchase or recharge Skills.

Options for unowned components


- If you are lacking the box set needed to create a specific Mansion deck or objective, you can still play.
- The Skills option may be omitted. Coins, dice, or other tokens can replace the Infection cards.
- For a missing Mansion deck source, simply create the deck of infected from another source or expansion
or build it (shuffle cards, randomly choose x cards) from materials you are using for another chapter.
Choose another infected for the boss, and use proxy cards for the maps or antivirus vials.

Scenario overview
- Scenarios are the adventures your character adventures through in an effort to win the game.
- Each scenario will have its own rules, but most follow the same basic formula with few alterations.
- Scenarios are stories broken up into chapters. These may have special rules.
- Each chapter has a specified goal that must be met before the character advances to the next chapter.
- Fulfill the objective in the final chapter and you win the game. If you fail to fulfill an objective or your
character dies, you lose.
- There is no penalty for playing a scenario over several game sessions. You just need to put away the cards
in a way that the game can be reset exactly as it was at the end of the prior session.
- The mansion deck provides the goals and the adversaries to be faced.
- Mansion decks have variable card counts depending on the scenario. Most include a boss, 1 or more
objectives, and the obstacles to be faced. Each chapter’s Mansion deck possesses contents specific to that
part of the adventure.

Base scenario
Target: wesker
- In Target: Wesker, you need to acquire several items before facing off with Wesker at the end of the
scenario.
- In Chapter One, you will be searching for either a Gatling Gun or a Rocket Launcher for use against
bosses.

13
- In Chapter Two, you will be searching for two maps. The first leads to a location with an experimental
antivirus. The second reveals the location of Wesker.
- In Chapter Three, you will be searching a lab for the two antivirus cards.
- In Chapter Four, you will be searching a location with the goal of killing Wesker.

Wesker: Chapter one


Chapter 1: Mansion Deck. Source: Mansion cards from Core Box.
Chapter Goal: Acquire either the Rocket Launcher or Gatling Gun.
Boss: Uroboros Aheri.
Create deck:
- Blindly choose token for Rocket Launcher or Gatling Gun. Don’t look at the card.
- Set Uroboros Aheri aside.
- In remaining Mansion cards, add 1 yellow herb. Shuffle.
- Randomly draw 12 cards to add with Boss and weapon token. Shuffle together.
- Return unused cards to box.
Special Rules:
(1) Do not draw a Mansion card during initial upkeep.
(2) If you revealed a card in the mansion this round through an Explore action, you do not draw a mansion
card during the following upkeep.
Wesker: Chapter two
Chapter 2: Mansion Deck. Source: Mansion cards from Nightmare.
Chapter Goal: Acquire both maps.
Boss: Osmund Saddler.
Create deck:
- Set aside the two maps and Osmund Saddler.
- In remaining Mansion cards, add 1 yellow herb. Shuffle.
- Randomly draw 11 cards to add with Boss and maps. Shuffle together.
- Return unused cards to box.
Special Rules:
(1) If you revealed a card in the mansion this round through an Explore action, you do not draw a mansion
card during the following upkeep.
(2) The maps cards may not be used in this chapter. You may use the first map during chapter 3 (once you
find the location) and the second may be used during chapter 4 (once you find Wesker).
Wesker: Chapter three
Chapter 3: Mansion Deck. Source: Mansion cards from Outbreak.
Chapter Goal: Acquire both Antivirus Vials.

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Boss: Tyrant T-002.
Create deck:
- Set aside both Antivirus cards and Tyrant T-002.
- In remaining Mansion cards, add 1 yellow herb. Shuffle.
- Randomly draw 11 cards to add with Boss and antivirus vials. Shuffle together.
- Return unused cards to box.
Special Rules:
(1) Do not draw a Mansion card during initial upkeep.
(2) Antivirus cards are attached to the character when Retrieved.
(3) Antivirus cards are available for use the round after they are found.

15
Wesker: Chapter four
Chapter 4: Mansion Deck. Source: Mansion cards from Alliance.
Chapter Goal: Defeat Albert Wesker.
Boss: Albert Wesker.
Create deck:
- Set Albert Wesker aside.
- In remaining Mansion cards, add 1 yellow herb. Shuffle.
- Randomly draw 12 cards to add with Boss and weapon token. Shuffle together.
- Return unused cards to box.
Special Rule: (1) Albert Wesker does not retreat into the Mansion deck once there are no more cards on the
Mansion deck space.

Wesker: Variants
For quicker games:
Option 1: Create Mansion decks with 10 cards instead of 14.
Option 2: Combine Chapter 1 & 2 and/or Chapter 3 & 4. Use combined Mansion decks for each pair of
chapters with all 3 objectives and only 20 cards. Use the special rules from the higher chapter of each
combined pair of chapters.
Option 3: Remove Chapter 3 completely and replace one map in chapter 2 with a Mansion card.
Option 4: (Hard Mode) Remove Chapters 2 and 3 completely.
For 2 player games:
If playing two player – some revised terminology on the cards listed at the end of this variant should be
reinstated.
Option 1: Rotate turns. Otherwise play normally. If a character dies during one of the first three chapters,
the players lose. If a character dies in the last chapter, trash the dead character’s deck. The survivor may
take any attached items from the corpse. The play continues as the normal game.
Option 2: Shared hand. Each player starts with an Inventory deck. Each round both players draw 3 cards.
Players may only play 5 cards collectively during the turn. One will be discarded without being used. Play
Ammo cards immediately. Players may not discuss specifics about the cards in their hand before they are
played. When discarded, cards may be placed in either player’s discard pile. Purchased cards may be placed
in either player’s discard. XP cards may be placed under either character, though Skills can only be
purchased for a character by XP attached to that character. Due to the increased card draw – during upkeep,
always draw a card from the Mansion deck.
For Aeon’s End Clone:
Option: Don’t shuffle the discard pile. Flip it over as the new Inventory deck when depleted.

16
Scenario 2

Get to the chopper!


- Get to the Chopper! is a two chapter scenario designed with a quicker set up and play time than Target:
Wesker.
- In Get to the Chopper! you need to open several doors – releasing infected – before escaping to the roof
and boarding an awaiting chopper.
- During your escape you will be playing dodging the Red Executioner when he appears in the Mansion.
When he is driven off, the Red Executioner raises the most powerful corpse (highest decorations) from
your XP to add that to the Mansion deck for you to face again.

Get to the chopper! Chapter 1


Part 1: Mansion Deck. Source: Mansion cards from Mercenaries.
Chapter Goal: Traverse three doors to reach the roof or eliminate all infected before revealing final door.
Boss: Red Executioner.
Create deck:
- Take 3 Time Bonus cards from the Alliance box. (Otherwise choose 3 proxy cards). These represent the
doors you move through.
- Set aside 1 Combo Bonus card from Alliance box for chapter 2.
- Set aside Red Executioner.
- In remaining Mansion cards, add 1 yellow herb. Shuffle.
- Randomly draw 16 cards to add with Boss and 3 Time Bonus cards. Shuffle together.
- Return unused cards to box.
Special Rules.
(1) Do not draw a Mansion card during initial upkeep.
(2) If you revealed a card in the mansion this round through an Explore action, you do not draw a mansion
card during the following upkeep.
(3) When you reveal a Time Bonus card (door), trash it. Add to this Space infected cards equal to the
number of doors you have revealed. (Example – the first door releases 1 infected, the second door releases
2 infected, etc.) The infected will push Mansion deck cards to the left from that Space using the same rules
about forcing cards in the main variant. Any cards pushed into the Melee Space are revealed at that time. If
another Time Bonus is revealed, draw a replacement card, and return the Time Bonus card to the Mansion
deck and shuffle. If the new Time Bonus card was the third door, move to End of Chapter Phase. (See 6)
(4) When the third door appears, add 3 infected as in above rule (3) and end the chapter.
(5) (Optional) If you eliminate all infected cards in the deck before the last door is revealed, you win.
(6) The End of Chapter Rules are modified:
- Do not clear the infected cards that are in play.

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- There is no bonus Buy phase in this scenario. Don’t reshuffle or combine your discard and inventory.
- (Chapter 2 Deck) Take all cards in the Mansion trash pile and Mansion deck. Remove the Time Bonus
cards and add 1 Combo Bonus card. If Red Executioner has been defeated, return him to the deck. Add
cards from the unused Mercenary Mansion deck until you have a new mansion deck of 12 cards. Shuffle.
This is the new Mansion deck for part 2.

Get to the chopper! Chapter 2


Chapter 2: Mansion Deck. Source: Mansion cards from Mercenaries.
Chapter Goal: Clear the landing zone, wait for the chopper, and then escape.
Create deck:
- See End of Chapter rules from Chapter 1.
Special Rules.
(1) Do not draw a Mansion card during the first upkeep. The three new infected added at the end of Chapter
1 replaced this step. If you didn’t have enough infected to add 3 at the end of the last chapter, make up the
difference now.
(2) Draw a new Mansion card every upkeep after the first turn. The infected are massing.
(3) When the blue Combo card appears, the chopper has arrived. Place the Combo card in the Melee Space
at the end of the turn to signify its landing. The Chopper has 50 hp and cannot be healed.
(4) After the chopper arrives, each upkeep draw two cards from the Mansion deck.
(5) After the chopper arrives, you receive two explore actions during your Explore Phase.
(6) If you end your Explore phase with the chopper in play and no infected in the Melee Space, you are
able to take off and escape! You win!
(7) When infected in the Melee Space do damage after the chopper has landed, the damage is divided
equally between the character and the chopper. Choppers do not receive infected cards. Characters receive
1 Infection card from every infected that deals damage.
(8) If the chopper reaches 0 hp, it explodes and destroys everything on the roof including you. Game over.

Game advice
I finalized these rules after beating both scenarios. My win-loss record shows that these scenarios are not
easy. Success stemmed from several factors.
(1) Occasionally early expensive Resource deck layouts hindered my deck building.
(2) Character choice is very important. I randomly draw characters to test these rules. Some characters are
much better suited to this mode of play than others.

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(3) Building your Resource deck is very important. Try to balance cost, damage, and versatility. Also, large
numbers of grenades and flashbangs, with their ability to reveal infected without bullets, are almost
mandatory.
(4) Remember to use skills and character abilities. Little bonuses can lead to your survival.

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Card Terminology
- If confused by working on a card because it doesn’t fit the rules, ignore the text.
- Some cards have text for portions of the game that are playable with little clarification.
- Some of these terms are reworded or redefined below:
Card terminology defined
- ‘add its decoration’ – Add 1 XP.
- ‘(an)other Player’, ‘to another Player(’s)’, ‘attacked player’, ‘partner(’s)’– Ignore effect.
- ‘any Resource pile’ – the Resource deck.
- ‘can’ – an optional action
- ‘choose player with lowest/highest …’ – Choose your character.
- ‘controlling player’ or ‘non-exploring character’ – Your character.
- ‘decoration requirements’ – XP requirement.
- ‘each infected fighting against’ – the number of infected fought in a single attack action.
- ‘for each non-item gained’ – Ignore effect.
- ‘gets an extra turn’ – Ignore any Mansion draw during next upkeep.
- ‘if not defeated’ – This includes when infected takes damage from grenades/flashbangs during reveal.
- ‘infected attached to Player’ – The Player’s XP.
- ‘less than 18 Resource piles’ – less than 18 cards in Resource deck.
- ‘lowest Ammo Requirement’ – includes grenades and flashbangs used during Reveal.
- ‘on top of a resource pile’ – any resource card in a resource slot.
- ‘Resource area’ – Resource slots.
- ‘reveal the next X cards of the Mansion’ – draw & add X revealed Mansion cards to Mansion Spaces
- ‘select/choose a Player’ or ‘from/to any character’ – Choose your character.
specific cards
- CH-001 – Albert Wesker: Ignore Level 2.
- CH-012 – Josh Stone: Ignore Level 2

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