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Resident Evil The Board Game

Rule book

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© © All Rights Reserved
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100% found this document useful (1 vote)
4K views19 pages

Resident Evil The Board Game

Rule book

Uploaded by

skorne89
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

RULEBOOK

®
®
CONTENTS
INTRODUCTION . . . . . . . . . . . . . . 3 ADDITIONAL GAME RULES. . . 17 STARTING THE CAMPAIGN. . . 30
The Mansion Dashboard. . . . . . . . . . . . . . . 17 Setting Up. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
COMPONENTS . . . . . . . . . . . . . . . . 4 Choosing Characters. . . . . . . . . . . . . . . . . 30
Characters and Items. . . . . . . . . . . . . . . . . . 18
Support Characters. . . . . . . . . . . . . . . . . . 30
CHARACTER PROFILES. . . . . . . 6 The Health Track . . . . . . . . . . . . . . . . . . . 18
Card Decks . . . . . . . . . . . . . . . . . . . . . . . . . 30
Profile Cards. . . . . . . . . . . . . . . . . . . . . . . . . 6 Items. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Getting Started. . . . . . . . . . . . . . . . . . . . . . 31
The Health Track and inventories. . . . . 6 Herb Items. . . . . . . . . . . . . . . . . . . . . . . 18
Defence Items. . . . . . . . . . . . . . . . . . . . 18
Item Cards. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 ADVANCED RULES . . . . . . . . . . . 32
Kerosene Tokens. . . . . . . . . . . . . . . . . . . . 18
Tiles. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 Weapons. . . . . . . . . . . . . . . . . . . . . . . . . . . 19 The End Phase. . . . . . . . . . . . . . . . . . . . . . . . 32
Square Model Limits. . . . . . . . . . . . . . . . . 8
Tiles and Encounters. . . . . . . . . . . . . . . . . . 20 The Tension Deck and Running Out
Range. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Exploring. . . . . . . . . . . . . . . . . . . . . . . . . . . 20 Of Time. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
Line of Sight. . . . . . . . . . . . . . . . . . . . . . . . . 8
Encounter cards . . . . . . . . . . . . . . . . . . . . 21 Ink Ribbons. . . . . . . . . . . . . . . . . . . . . . 33
Enemy Reference Cards. . . . . . . . . . . . . . . . . 9 Typewriters. . . . . . . . . . . . . . . . . . . . . . 33
Terrain Elements. . . . . . . . . . . . . . . . . . . . . . 22
Bosses. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
GAMEPLAY - THE BASICS. . . . . 10 The Character Reserve and Missions. . . . 24
Boss Behaviour Decks and Actions . . 34
The Reserve . . . . . . . . . . . . . . . . . . . . . . . . 24
Player Turns. . . . . . . . . . . . . . . . . . . . . . . . . . 10
Switching Characters. . . . . . . . . . . . . . . . 24
1. The Action Phase . . . . . . . . . . . . . . . . . 10
Missions. . . . . . . . . . . . . . . . . . . . . . . . . . . .
ALTERNATE GAME MODES. . . 35
25

INTRODUCTION
2. The Reaction Phase . . . . . . . . . . . . . . . 12 Easy Mode. . . . . . . . . . . . . . . . . . . . . . . . . . 35
Out-of-Sequence Reactions. . . . . . . . . . 14 Narrative Events. . . . . . . . . . . . . . . . . . . . . . 26 Standalone Mode . . . . . . . . . . . . . . . . . . . 35
3. The Tension Phase. . . . . . . . . . . . . . . . 14 Solo Play Mode. . . . . . . . . . . . . . . . . . . . . . 35
The Danger Level . . . . . . . . . . . . . . . . . . . . . 27
Losing the Campaign . . . . . . . . . . . . . . . 27
TUTORIAL - THE GUNSHOT. . . 15 QUICK REFERENCE. . . . . . . . . . . 36
The Playing Area. . . . . . . . . . . . . . . . . . . . 15 The Mansion Map. . . . . . . . . . . . . . . . . . . . . 28
Choosing Characters. . . . . . . . . . . . . . . . . 16 Setting Up The Mansion Map. . . . . . 28 Bizarre murder cases have recently occurred on the outskirts of Attacked by a pack of rabid monsters, the Alpha Team were forced to
Card Decks . . . . . . . . . . . . . . . . . . . . . . . . . 16 Adding New Scenario Cards. . . . . . . 28 Raccoon City. There have been outlandish reports of families being flee and take refuge in a sprawling mansion, previously hidden by the
Playing the Tutorial. . . . . . . . . . . . . . . . . 16 attacked by a group of about ten people. Victims were apparently eaten. dense trees.
Rerolling Dice. . . . . . . . . . . . . . . . . . . . . . . 16
The Raccoon City Police Department despatched the Bravo Team from They stand now in the mansion’s eerie front hall, gasping for breath.
the Special Tactics and Rescue Service (S.T.A.R.S.) to investigate, but As they begin to get their bearings, an uncomfortable truth hits them.
contact was lost shortly after arrival. In response, the Alpha Team were There are only four S.T.A.R.S. members left. No-one knows whether
sent to investigate their compatriots’ last known whereabouts, a forest their other teammates are alive or dead.
situated at the edge of the nearby Arklay Mountains.
Is the mission still to investigate the bloody murders, and find missing
CREDITS Bravo Team’s helicopter was a derelict when they found it. The pilot’s
corpse was inside—it looked like he’d been badly mauled by a wild
teammates?

Resident Evil series by ©CAPCOM CO., LTD. ALL RIGHTS RESERVED. animal. Of the Bravo Team there was no sign. Or is it to survive and escape?
“Resident Evil” and its logo are trademarks of Capcom.
The Alpha Team continued their search… but the situation quickly
Resident Evil: The Board Game turned into a nightmare.
Game Concept Art Graphic Design & Playtesting Special Thanks
Mat Hart Doug Telford Layout Markus Copeland Leonardo Santoso Stefano Barolo &
Design & Development Sculpting Mike Hyslop James Docherty- James Scotland Kristina Markez at
Fraser McFetridge Ben Charles Abigail Thornton Saunders Michael Skalka ©Capcom Europe
Steve Margetson Russ Charles Production Michael Early Stuart Stockdale Extra special thanks to
Sherwin Matthews Thomas Lishman Candy Chan Juandre Luchie Kate Warrington all of our Kickstarter
Matthew Elliott Andrew Patras Psy White Backers and late Resident Evil: The Board Game is a cooperative game of survival Along the way every resource the players find must be carefully
Veny Ria Alex Yang pledgers! horror for 1–4 players set in the desolate Spencer Mansion and managed. They’ll need to learn when to attack enemies and when
Steamforged Games Team the surrounding wilderness. In order to survive this mysterious to flee, and who is best at solving puzzles while the others watch
building, full of strange puzzles and relentless undead adversaries, their back. Unpredictable narrative events will force difficult
Co-Founders Design & Development Graphic Design Finance & IT Marketing & Community Human Resources
Mat Hart (CCO) Richard August & Layout John Higham Management Gareth Reid players must work together. As a team they must search for a way decisions for how to progress; will the players save a comrade in
Rich Loxam (CEO) Jordan Connolly Mike Hyslop Adam King Mike Appleton Operations & to enter the sinister laboratory beneath the mansion, and put an need, if doing so means entering a dangerous location, or leave
Executive Chairman Alex Delaney Elliott Smith Vanessa O’Brien James Campbell Fulfilment end to this nightmare. their unlucky ally to a grisly fate?
Simon Spalding Fraser McFetridge Adam Steel Amy Rapaport Stuart Fenton Judy Guan
Steve Margetson Abigail Thornton Licensing & Laurence Finch John Hockey
Non-Executive Officers Sherwin Matthews Emma King There are several paths and areas to explore, but often access will Each playthrough is unique, and tells a story defined by your
Ron Ashitiani Production Commercial Richard Jennings
Jamie Perkins Candy Chan Tom Hart Stuart Lee Susanna Ngai be limited by locked doors. During each scenario, the players not decisions. It’s time to enter the world of survival horror…
Sir Ian Livingstone CBE Aimee Neale
Sculpting & Art Matthew Elliott Emma Higgins only need to complete the set objectives to be successful, but also
Investment Director Chynna-Blue Scott
Ben Charles Nicolas Lu Toby Davies find clues and campaign items allowing them to progress to the If you’re a tabletop veteran of our Resident Evil games, welcome
Rob Jones Russ Charles Carl Matthews Firoz Rana Nicole Holmes-De-
Wyvill Sinclair next area—and sometimes, they’ll need to backtrack later on, after back! You’ll definitely be familiar with some of the rules over the
Lua Garo Tom Rochford Jo Turner
Nathan Lane Matthew Vann-Hinton Ben Taylor finding a missing key elsewhere. next few pages, but this book is still worth reading—there are
Tom Lishman Ross Thompson plenty of new elements for you to learn!
Doug Telford Dylan Wilby
Holly Woolford
2 3
CARDS
COMPONENTS GREEN HER
B LIGHTER MUSIC
NOTES
HANDGUN
15

4
PTS B
CRY10
Heal this charact This character Used to unlock
1ST FLOOR WEST

CHARACTERS
character in
er or another kerosene token can spend a the 1st
West B scenari Floor
A 5
the to
adjacent square same or an each corpse in discard either o.
by one level. each corpse in their square, or Required to comple
te the 1st
an adjacent square. Floor West B
scenario. 1 SIMPLE LOC
- SWORD KEY K RE:TBG©CA
PCOM

LOCKED
RE:TBG©CAPCOM RE:TBG©CAPCOM RE:TBG©CAPCOM RE:TBG©CAPCOM RE:TBG©CAPCOM

RE:TBG©CAPCOM RE:TBG©CAPCOM

29x Item A cards 47x Item B cards 13x Item C cards 15x Item S cards 20x Locked Door 14x Health 20x Scenario
cards cards cards
JILL VALENT CHRIS REDFIE REBECCA CH BARRY BUR SUPPLY RUN DANGEROU
INE 2 2 AMBERS 2 TON 1 S ALL CLEAR
8 3 LD 6 4 6 4 6 2 PUZZLE

Simple Lock
1
1st Floor West A -

2
A click sounds You pause, ears
Master of Unloc Headshot Field Medic Get Away From Draw up to five
open in the wall , and three small hollow strained for
If Barry is attack Me!
king cards. s slightest sound. even the
Jill can unloc If Chris kills Once per turn, If this charac by gas, filling
beside you…
quickly followe Nothing, beyond
ka an enemy, and Rebecca can
evade roll, Barryed and fails his
ter your own
character has door if another cards from the survives, draw a numbe
the the chamber! d ragged breathi
attack inflict a item without use Take the items,

S
r of or release the ng.
the required ed two or more spending an can push each item A deck
corresponding switch—the So, does that
in their inven key damage, it gains action. enemy in his the number to choice is yours, mean you’re
tory. . square. of revealed. but hurry! safe for now?
Place any reveale Draw up to three
Fighting Spirit Survivor Specialist Train Accurate item box, then d and items in the must then pass item A cards. This charac
After Chris uses When Rebec ing When makin shuffle the remain a ter
When an encou ca uses a g an attack with back into the ing cards drawn. The charac evade roll for each card
nter card with a item, item, deck. ter suffers

A
roll heal the chara the Handgun,
PCOM
the symbol is . If the result cter an additi Barry treats roll they fail. for each
RE:TBG©CA

each other chara drawn, Jill and return the item is 4, 5, or 6, level. onal results as
results instea
to his inventory.
heals one level. cter on her tile d.

A-1
RE:TBG©CA
PCOM

1st Floor West


RE:TBG©CAPCOM RE:TBG©CAPCOM RE:TBG©CAPCOM RE:TBG©CAPCOM

Place a yellow PCOM


unexplored token RE:TBG©CA
this tile. on

PCOM
RE:TBG©CA
RE:TBG©CA RE:TBG©CA RE:TBG©CA RE:TBG©CA RE:TBG©CA
PCOM PCOM PCOM PCOM PCOM

38x Encounter cards 84x Exploration cards 22x Mission cards 25x Narrative cards 57x Tension cards 4x Puzzle cards
T-002 TYRAN SUBJECT
T
SUBJECT SUBJECT

CRIMS CRI MS IMPALE T-002 TYRANT


2 ON
3 2HEAD 1
RICHARD RESERVE CERBE1RUS41 ON2PRO
HEAD LIS3A TR1EV 7 2
TOTYPE LISA TREVOR LISA TREVOR
RESERVEIONLY
R O MARIN
ENRIC AIKEN
BRAONLY
D VICRESERVE
KERS ONLY HUNTER1 OR 2 4
ALBERT WESKE ZOMBIE
If no character
RESERVE ONLY 6 2
Chain Drag resolves a behavi
our
has
Grip token, discard the Death
When Lisa Trevor token that matches
Dependabl e Evasive Feral Relentless
in
3 card, move the
crest closer to its and draw a replace
this card
e To The EndBirds-Eye View Tough Hid y is kille d, enemy isIfhit
If this the top card This
.
Unrelenting
enemy performs her behaviour
card one square ment.
If Richard dies during If roll tension deck
Veteran If this enem 0 ,is the

JILL VALENTINE CHRIS REDFIELD REBECCA CHAMBERS BARRY BURTON


Brad would die
the first a mission, an attack a move reactionThiseachenemy ignoreHid starting locatio
n.
can shuffle with a by this 0pile istime, a characterclosed
replace it 0
undings
During missions, Enrico
reduce the mansion danger during a missio s eous Shr
missiolevel discard on and locked doors
Familiar Surro Wesker ignores card
the first
he draws back into the deck to n is aband
by 2. oned, n, the 1 If the result
’t suffer the same or1 a linked
when movin If a char ieks
Invulnerable
d to
dial is reduce The character with
ns, encounter the reserve with and Brad is return corpse. enemy doesn this enemy performs g acter is on ’s health
During missio ed thereactionstile determining and the same When Lisa Trevor During the next TensionGrip token suffers the Death
he suffers. without resolving the effects. Brad’s card is a Danger health
card. 0 any effects from two
performs a move
instead linked tiles. tile as this 0, keep her in
play. carddiscard , then
then action, unless the enemy at g a behaviour the Death Grip
exhausted, Brad exhausted. While attack.
the
of one duringcharacter beganUnsta
in ble Mutat thei
the start
of
of
Phase instead 10.
drawin token.
can’t be assign Use a Crimson ion r Tension Pha to

1x Miniature 1x Miniature 1x Miniature 1x Miniature


missions. ed to Reaction Phase. the enemy’s square. reset her dial
3 0 0 they
Head
Blood Scent with the Prototypecard draw an extra
se,
the
2 Flailing Limbs an action in
Brad can never
be shuffled back
1 inrepres
If the top card token next
the to it to . ter performs
When a charac Lisa Trevor they must pass
survivor deck. into the 1 tension deck discard ent this enemy Unr. elenting same square
as
they fail the
action is not
pile is or If, this
each Crimson evade roll. If .

1x Character Profile card 1x Character Profile card 1x Character Profile card 1x Character Profile card
already in play, Thisisene
Head a
the character
suffers
enemy moves one my ignores resolved and
the closest Crimsoremov
extra square during closede
1 to the active
the Reaction Phase. Head and locked
ndoo
charac rs
ter when mov
1
RE:TBG©CAPCOM RE:TBG©CAPCOM
RE:TBG©CAPC before spawn
ing. and determining ing
10
1x Health Track and Marker 1x Health Track and Marker 1x Health Track and Marker 1x Health Track and Marker
OM
RE:TBG©CAPCOM RE:TBG©CAPCOM RE:TBG©CAPCOM linked tiles
.
RE:TBG©CAPCOM RE:TBG©CAPCOM
RE:TBG©CA
PCOM
0
OM
RE:TBG©CAPCOM RE:TBG©CAPC PCOM
RE:TBG©CA

4x Support Character cards 6x Enemy Reference cards 4x Boss Reference 30x Boss
cards Behaviour cards

ENEMIES TOKENS AND GAME ELEMENTS

16x Item 16x Unexplored 1x Narrative 1x Exit/ 2x Typewriter 16x Corpse 18x Kerosene 18x Scenario
tokens tokens token Objective token tokens tokens tokens Complete tokens

16x Wound 6x Sustained 4x Crest 20x Door tokens 8x Archway 6x Stairwell / Elevator 2x Elevator
4x CERBERUS 15x ZOMBIES
tokens Effect tokens tokens tokens Shaft tokens tokens
ROWER A ROWER A ROWER A
TH TH TH

E
MM

MM

MM
FLAM

FLAM

FLAM
O

O
UN A M UN A M UN A M UN A M
DG DG DG DG

N
MO

MO

MO

MO
HA

HA

HA

HA
AUNCHER AUNCHER AUNCHER
EL EL EL

GRENAD

GRENAD

GRENAD
AM

AM

AM
MO

MO

MO
10x Ammunition 1x Boss Health 1x Danger 2x Item Box 6x Dice 4x 2x2 Tiles 4x 2x3 Tiles
dials dial Level dial tokens

®
®

3x CRIMSON HEADS 4x HUNTERS LISA TREVOR T-002 TYRANT 1x Cover Sheet/ 1x Scenario Book 1x 5x5 Tile 4x 3x3 Tiles 4x L Tiles 4x P/Q Tiles
Mansion Dashboard

4 5
CHARACTER PROFILES ITEM CARDS
Each character in Resident Evil: The Board Game has a unique profile card to represent their characteristics. Each item card belongs to a specific deck. Additionally, there are six types of item card, identifiable by a symbol in the top left corner of the card.

1 2 3 4 Weapons allow Ammunition is Recovery items


KNIFE HANDGUN GREEN HERB
∞ characters to BULLETS used to reload are used to heal
2 8 3 perform attacks. weapons. characters.
JILL VALENTINE
5 6
Master of Unlocking
Jill can unlock a door if another
character has the required key Increase this character’s Handgun Heal this character or another
in their inventory. ammunition dial by 8 points. character in the same or an
adjacent square by one level.
Fighting Spirit 1 -
When an encounter card with
the symbol is drawn, Jill and
each other character on her tile 1
heals one level.
RE:TBG©CAPCOM RE:TBG©CAPCOM RE:TBG©CAPCOM

RE:TBG©CAPCOM Defence items Scenario items Special items


DAGGER POWER MUSIC
are used when KEY are scenario- NOTES are important
a character is specific items objects which
FIRST-AID attacked. and are are crucial to
KNIFE HANDGUN
∞ 15 SPRAY discarded after progressing
completing a through the
If this character is attacked by an Unlocks doors locked scenario. Used to unlock the 1st Floor campaign.
enemy in the same or an adjacent by the Power Key. West B scenario.
square and fails their evade roll,
discard this card to pass the Required to complete the 1st
evade roll instead. Floor West B scenario.

Heal this character or another


character in the same or an
adjacent square by three levels, RE:TBG©CAPCOM RE:TBG©CAPCOM RE:TBG©CAPCOM

or resuscitate an unconscious
1 - 1 - character to Caution.

1
RE:TBG©CAPCOM RE:TBG©CAPCOM RE:TBG©CAPCOM

PROFILE CARDS THE HEALTH TRACK


1. The character’s name. AND INVENTORIES
2. This is how many dice the character rolls when making an
The health track represents how injured a character is, and has
evade roll.
five levels from Fine to Danger. Each time a character suffers one
3. Each character has an inventory limit—the maximum number
or more damage, move the marker right a corresponding number
of items they can hold.
of levels. Each time a character is healed, move the marker left a
4. The maximum number of kerosene tokens the character can have.
corresponding number of levels.
5. Each character begins the campaign with the pictured starting
items in their inventory.
A character’s health track marker can't move beyond Fine.
6. The character’s special rules.
INVENTORIES
Players should make a space underneath the health track to place
items. This is their inventory. Any time a character searches for an
item, it is placed in their inventory.

A character can discard a card from their inventory at any time


during their Action Phase without spending an action. Do not
resolve any text on a card discarded this way.

When an item is discarded it can’t be collected again, so only


discard an item if you’re sure you won’t need it again!

6 7
TILES ENEMY REFERENCE CARDS
Each enemy type has a reference card which details their
characteristics. 1 2 3 4
1. This is the type of enemy. ZOMBIE 1 1 1
2. This is the enemy’s threat level. Enemies with higher threat level 5a 5B
are more dangerous than enemies with a lower threat level.
2 Tough Hide 6
3. Whenever the enemy performs a move as a reaction, it does so 5 If this enemy is killed,
up to its movement value. 0 replace it with a
corpse.
4. An enemy’s hit points indicate how much damage it can
sustain. If an enemy suffers damage equalling or exceeding
1 this number, the enemy is killed and is removed from the
playing area. When an enemy is damaged but not killed, place 1
wound tokens next to the model to track how much damage
has been sustained.
5. These are the enemy's attacks, listing:
a. The range of the attack.
b. The effect(s) if it hits. RE:TBG©CAPCOM

6. If the enemy has special rules, they’ll be listed here.


1. Square
2. Spawn Point
3 3. Wall

The playing area of Resident Evil: The Board Game is made up of a series of tiles. These tiles have rows of squares on them, used for
determining movement and range. Each tile edge has a red line along it, indicating a wall. Models can only move between tiles by using
an open door, archway, stairs, or an elevator.

SQUARE MODEL LIMITS RANGE


Multiple models can fit in the same square, provided there All attacks in Resident Evil: The Board Game have a range,
is sufficient space for them. If there is no space in a square, a representing how many squares away they may be used.
model can't move or be pushed into it. A square can contain the An attack with range 0 can only be used in the same square as
following, at most: the target, whereas a range 2 attack can be made from up to
two squares away, for example.
• Four small models, or


One medium model and two small models, or
Two medium models, or
LINE OF SIGHT
• One large model. A model has line of sight (LOS) to another model if an uninterrupted
line can be drawn between the centres of the squares they occupy
without crossing an intervening wall, corner, or closed door.
MEDIUM MODEL
LARGE MODEL

SMALL MODEL

8 9
ATTACK

GAMEPLAY - THE BASICS


The character uses a weapon in their inventory to attack an
enemy. If there are one or more enemies in the same square
as the character, they can only attack one of those enemies.

When performing attacks, follow the process below.

• Choose an enemy within line of sight as the target. Then, choose 1


This rulebook is designed to teach the basics and walk you through a tutorial before introducing more advanced rules for when the campaign
a weapon to make the attack. The weapon must display at least 1
begins. Let’s start by learning how to take a turn with your character.
point on its ammunition dial, unless it doesn’t use a dial.
• Reduce the value of the weapon’s ammunition dial by 1 point 1 .
• Roll the attack dice indicated on the weapon card 2 . If at

PLAYER TURNS •
least one , or result is rolled, the attack is successful.
If none of these results are rolled, the attack is unsuccessful.
If the attack is successful, resolve the effects shown under the
HANDGUN
15
corresponding result(s) on the weapon card 3 . Results and
In Resident Evil: The Board Game, gameplay is divided into player turns, moving clockwise around the table. effects are cumulative, and applied only to the target model,
even if there are multiple enemies in the same square.
A player’s turn is made up of three phases, which must be completed in the following order: Action Phase, Reaction Phase,
and Tension Phase. During their turn, a player’s character is the active character. The most common effects are shown below. A full list is shown on 2 3
the quick reference sheet on the back of this rule book.

1. THE ACTION PHASE • – The push effect allows the target to be placed in any
adjacent square, as long as it does not cross an intervening 1 -
The Action Phase is when characters interact with their
wall or corner.
environment. A character can perform up to four actions
• – A damage result indicates the target suffers damage
during this phase. Possible actions are:
equal to the number shown.
RE:TBG©CAPCOM

• Move
When making attacks, an enemy will always be in range if the
• Open/Close Door Barry declares an attack against the Zombie using his
character has line of sight to them.
• Search Handgun. He decides to use the Handgun’s rapid-fire
• Trade rule, reducing the ammunition dial by 2 and then
The only exception is when using weapons with the 1 symbol.
• Use Item rolling two blue dice. The results are and .
Weapons with this symbol, such as the knife, can only be used to
• Attack Barry resolves the effect listed under the symbol
attack an enemy in the same or an adjacent square.
on the Handgun card, and pushes the Zombie into an
A character can perform an action any number of times, providing adjacent square.
See the symbol on the Handgun card? This means it’s a rapid-
they make only four actions in total (i.e., a character can perform
fire weapon. When making attacks with a rapid-fire weapon, a
up to four move actions, but can’t perform four move actions and
player may spend 1 additional ammunition point to roll an extra
then an open door action). A character can skip one or more actions
1 or 2 additional ammunition points to roll an extra 2 during
unless they are in the same square as an enemy, corpse, or boss.
the attack.
A character can discard a card from their inventory at any time
during their Action Phase without spending an action. Don't resolve
any text on a card discarded this way.

MOVE
The character is placed in any adjacent square (including
diagonally) which is not blocked by an intervening wall.
Characters can’t cross over corners and can move between tiles
only by using an open door, or archway.

OPEN/CLOSE DOOR Chris can use one action to move to square 1 but can’t
The character flips a door token in their square to the open or
use it to move to square 2, as this would cross a corner.
closed side.
In order to move to square 2, Chris must use two move
actions, moving first to square 1 and then to square 2.
SEARCH
The character discards an item token in their square and draws a
card from the corresponding item deck. A character can’t use the
search action if their inventory is full.

TRADE
If another character is in the same or an adjacent square, the
character exchanges any number of items between the two
characters’ inventories.

USE ITEM
The character chooses an ammunition or recovery item
in their inventory and resolves the text on the card. After doing so,
the card is discarded.

10 11
2. THE REACTION PHASE ENEMY ATTACKS
Each enemy has at least two attack profiles listed on their
Enemies don’t have their own turn in Resident Evil: The Board Game. Instead, they lurch forward to attack as nearby characters draw
attention to themselves.
reference card, each of which details the range of the attack 1 ZOMBIE 1 1 1
and the effects of being hit 2 .
1 2
Once a player has completed their Action Phase, they must perform Once all enemies on the same and linked tiles have performed a Tough Hide
The top attack is the enemy’s basic attack, which is the attack it will make If this enemy is killed,
a reaction for all enemies which are on the same tile as the active reaction, move on to the next phase.
if no other conditions are met (see special attacks on the following page). replace it with a
character, or on a linked tile. Linked tiles are tiles connected to the 0 corpse.
active character’s tile via one or more open doors. Remember, during your turn only perform reactions for enemies on
When a player’s character is attacked by an enemy, they must
your character’s tile, and any tiles linked to your character’s tile. If
make an evade roll, using the number of dice listed on their
Enemy reactions should be resolved one at a time, starting with another character has enemies on their tile but their tile isn't linked to
character’s profile card 3 . 1
the enemy with the highest threat level and then in descending your character’s tile, those enemies won’t react… at least, not during
order. If multiple models have the same threat level, the players your turn!
To successfully evade the attack, the player must roll at least
choose the order in which they perform reactions.
one , , or . If the evade roll fails, the character is hit
and suffers the effects listed on the enemy’s attack profile. If a
• If a character is in the enemy’s line of sight and attack range, the
character is hit by an enemy attack and the enemy is in the same
enemy performs an attack (see next page). RE:TBG©CAPCOM

square, after resolving these effects the character can push the
• If an enemy can’t attack, it will move up to its movement
enemy into an adjacent square.
value towards the closest character. Enemies observe the same 3
limitations on movement as characters and must take the shortest
If the enemy is on a medium base (such as a Hunter, for example), 2 8 3
route, ending in the same square as the character if possible.
evading it is more difficult. To successfully evade an attack from an JILL VALENTINE
enemy on a medium base, the player must roll at least one , or .
Master of Unlocking
If multiple enemies are in range to attack a character, increase Jill can unlock a door if another
the difficulty of the evade roll by one for every additional enemy character has the required key
in range. This means that to evade an enemy on a small base in their inventory.
when there is one additional model in their character’s square, Fighting Spirit
the player needs to roll at least one , or . If there are two When an encounter card with
additional models or the attacking model is on a medium base, the symbol is drawn, Jill and
each other character on her tile
the player needs to roll a to avoid being hit. An evade roll of heals one level.
always succeeds, no matter how many enemies are in range.

After an attack has been resolved, don’t perform a reaction this turn
for any other enemies in range to attack the character; they are RE:TBG©CAPCOM

considered to have used their reaction contributing to the first attack.

Dice Roll

Medium Base and


Successful Medium Base or
Against Small Base Small Base or
Two Small Bases
Three Small Bases

Rebecca is in the same square as two Zombies. During her Reaction Phase, one of them will attack her. As they both
have the same threat level, Rebecca chooses one and makes an evade roll. She rolls and . Ordinarily this would be
Tiles A and B are connected to Barry’s tile via open doors and are both therefore linked. Tile C is connected to Barry’s tile via successful, as the Zombie is on a small base. Because there is an extra enemy, however, Rebecca requires a , or on at
a closed door and so is not linked. least one of these dice to evade the attack.

In Barry’s Reaction Phase, enemies on the same tile and enemies on linked tiles will perform reactions. Because Tiles A and Unfortunately, Rebecca is hit and suffers . She moves her health track marker one level to the right, and then pushes the
B are both linked to Barry’s tile, enemies on those tiles will react. Enemies on Tile C will not react, as this tile is not linked. Zombie which attacked her into an adjacent square.

12 13
SPECIAL ATTACKS ATTACKING AN ENEMY IN THE SAME SQUARE

TUTORIAL -
In addition to their basic attack, each enemy also has one or more A character performing an attack against an enemy in the same
special attacks, identifiable by a symbol at the start of the attack profile. square resolves the attack as normal. If the attack is successful,
enemies in the character’s square don't perform reactions. If the
attack is unsuccessful, the targeted enemy performs a basic attack

THE GUNSHOT
which automatically hits (the character can still push the enemy
after being hit as normal).

Remember that regardless of whether the attack is successful or

1
not, because you’ve made an attack enemies in other squares will
perform move reactions as detailed under Performing An Attack.
Each of you stands unsteadily in the mansion’s main hall, trying to regain your breath after the frantic escape through the forest.
As you survey these eerie surroundings and try to assess what happened, a muffled gunshot echoes from behind a set of doors to your left…

You’d better investigate.


When performing reactions,
the enemy will make a special NO ESCAPE
attack instead of their basic THE PLAYING AREA
attack if the top card from the The closest door rattles and shakes, Use the brief below to see which tiles are needed to make the Once the tiles have been laid out, place tokens for the exit, doors,
tension deck discard pile has the handle shuddering, before being
suddenly thrown open. playing area. When laying them out, don’t worry about the and items in the positions shown, ensuring the door tokens
a symbol matching the special
attack’s symbol. If there isn’t
Open the closest non-locked closed door
to the character.
3. THE TENSION PHASE artwork or the orientation of the tiles—the exact position of the have their closed side face up. Next, place Zombie models in the
spawn points doesn’t matter. positions shown on the brief. When placing a model, the exact
a face up card, the enemy Resident Evil: The Board Game utilises a unique tension deck,
placement within the square isn’t important, as long as the model
performs a basic attack. Enemies on the two tiles representing the growing sense of unease felt by the characters,
connected by the door is in the correct square.
perform a reaction. and the unexpected events which might befall them.
Enemies always perform basic
attacks during out-of-sequence During a player’s Tension Phase, they must draw the top card
reactions, even if the top from the tension deck and resolve any text on the card. If a player
tension deck card has a symbol is required to draw multiple cards, resolve the cards in the order
that matches one of their in which they were drawn.
1F
special attacks.
CHARACTER The
2

Gunshot
1
RE:TBG©CAPCOM

The tension deck is made up of three types of cards: green, amber, 2 START
and red.
OUT-OF-SEQUENCE REACTIONS • Green cards make up most of the tension deck and are non-
EXIT
Although there is a specific phase for enemies to react, some hostile, indicating nothing presently seems to be amiss or A ITEM A
enemies will perform additional reactions under specific threatens the characters.
circumstances. These are called out-of-sequence reactions and are • Amber cards represent strange noises, sudden movement, ZOMBIE A
listed below. If multiple enemies would perform out-of-sequence or an unusual situation nearby. These cards typically force
reactions, the players may resolve them in any order they choose. players to make difficult decisions about how to proceed. DOOR
• Red cards include dire events such as Zombies breaking
PERFORMING AN ATTACK through windows or doors, or nearby enemies unexpectedly 2
When a character performs an attack, after the attack is resolved lurching into action. They nearly always spell disaster,
perform a move reaction for each enemy that wasn’t hit by the and players will soon come to fear them!
attack and is on the same or a linked tile. An enemy already in the A
same square as a character will remain where it is—it will be far If a player is unable to resolve the text on a tension card (for
more concerned with its unlucky victim than chasing the sound example, if a card would spawn additional enemies when none
of gunshots! are available), discard the card and draw and resolve two more
cards from the tension deck. If either of these cards are unable to
Although using a knife is much quieter than a firearm, the enemy be resolved, don’t draw any additional cards.
you hit will still make plenty of noise, alerting any nearby enemies
to your presence. Think carefully before committing to an attack— Some tension cards have text with a and/or symbol next to
there isn’t a silent option! it. Don’t resolve this text for now – we’ll cover that later!

PERFORMING AN ACTION IN THE SAME LONGER LASTING EFFECTS A A


SQUARE AS AN ENEMY Some cards refer to an effect lasting for a round. A round is from the
If a character performs any action other than an attack while in the time the effect begins until the end of the current player’s next turn.
same square as one or more enemies, before the action is resolved,
the enemy with the highest threat level performs a basic attack. Some cards require a sustained effect token to be placed on a 1
tile or next to a character. The rules that these tokens represent TILES NEEDED
If the character’s evade roll is successful, the action is resolved as remain in effect until they are removed from the playing area.
normal. If the roll fails the action is not resolved, and the character
suffers the effects of the attack (the character can push the enemy NEXT ACTIVE CHARACTER
after being hit as normal). Failing an action in this way still counts Some cards will refer to the next active character. The next active
towards the number of actions the character has taken this turn. character is the next character that will take their turn after the
current active character. X1 X3 X1 X1 X1

Now you know how to resolve a turn, it’s time to set up the tutorial…

14 15
CHOOSING CHARACTERS Resident Evil: The Board Game is a game of survival horror, meaning

ADDITIONAL
that defeating enemies isn’t the only way to survive. Sometimes, the
Each player selects a main character (Barry Burton, Rebecca Chambers, best option is to avoid dangerous situations…you don’t always have
Chris Redfield, or Jill Valentine) and places the corresponding to go into every room in a scenario or eliminate every enemy!
profile card in front of them. Each player then places a health track
EQUIDISTANT TARGETS AND
GAME RULES
next to their profile card with the health track marker set to Fine.

For this tutorial, each character begins the game with a Knife RULES CONFLICTS
and a Handgun. Players should place a card for each of these
On occasion, two or more characters will be within an enemy’s
items underneath their character profile card. Each player takes a
attack range, or the same distance away from an enemy
Handgun ammunition dial and sets it to 15.
performing a move reaction. Well done! Looks like you’ve taken your first steps into the world of survival horror and survived to tell the tale. It’s time to regroup and learn
some more advanced rules, in preparation for the opening scenarios.
JILL VALENTINE
2 8 3
In situations like these, the active character is always prioritised
as the target. If the conflict can't be resolved this way, the player

THE MANSION DASHBOARD


Master of Unlocking
Jill can unlock a door if another
character has the required key whose turn it is may choose how to proceed, selecting one of the
in their inventory.
Fighting Spirit available options so the game can keep moving.
When an encounter card with
the symbol is drawn, Jill and
each other character on her tile
heals one level.

Resident Evil: The Board Game includes a dashboard on the reverse of the cover sheet that provides positions for the various cards and
RE:TBG©CAPCOM
decks needed during gameplay.

KNIFE

HANDGUN
15 After being placed on the dashboard, decks and cards remain there throughout the campaign, and should only be shuffled or discarded
during or after a scenario if a rule instructs the players to do so.

1 - 1 - 1. Tension deck and


discard pile.
1
RE:TBG©CAPCOM RE:TBG©CAPCOM
2. Encounter deck and 1 2
discard pile.
3. Item decks and
Each player then places their character on one of the two starting
discard piles
positions shown. It doesn’t matter which characters start in each
4. Puzzle track
position, as long as each position has at least one character on it.
5. Character Reserve
6. Item Box cards 3
CARD DECKS 7. Narrative deck
8. Mission deck
Search the item A cards for two Green Herb and two Handgun Bullets
9. Survivor deck
cards, then shuffle these cards together and place them face down
10. Exploration cards
beside the playing area. Return the rest of the item A cards to the box.

Search the tension deck for fifteen random green cards, and the 4
During Rebecca’s Reaction Phase, the Zombie will
Fevered Assault, Cornered, and Vigour Mortis cards. Shuffle these
perform a move reaction, but is equally close to
cards together and place them face down beside the playing area.
Rebecca and Chris. Because Rebecca is the active
character however, the Zombie will move towards her.
PLAYING THE TUTORIAL
Now that setup is complete, it’s time to start the game!
REROLLING DICE 5 6
To successfully complete this scenario each character must leave
the playing area by spending an action while in the same square Some rules allow a player to reroll a roll. If a roll is rerolled, the
as the token. When a character has left the playing area, their player must accept the new result. If multiple dice were used in
player can't take any more turns—they have reached safety and the original roll, the player must reroll them all.
can only cheer on their allies behind them.
7 8 9 10
When playing this tutorial, ignore the Tough Hide rule on the
Zombie reference card.

If the tension deck runs out during this scenario, shuffle the
discard pile and place it face down to refresh the deck.
PUZZLE CARDS
Resident Evil: The Board Game is a fully cooperative game. If any Enemies aren’t the mansion’s only hinderance. Mysterious puzzles
character’s health track marker drops below Danger, the players await in several areas, which must be solved before the characters
fail the tutorial and must reset and try again—so they have to can advance.
work together to make sure that doesn’t happen, by keeping
enemies away from each other as best they can during their turns. Individual rules and setup for each puzzle are identified in the
relevant scenario briefs, although most use the puzzle track on the RE:TBG©CA
PCOM
RE:TBG©CA
PCOM
RE:TBG
©CAPC
OM

Pick a player to go first, and using the rules you’ve learned so far, dashboard, and the puzzle cards shown on the right. At the end of OM

see if the characters can make it to safety! a scenario involving puzzle cards, the puzzle cards are discarded.
©CAPC
RE:TBG

16 17
WEAPONS
CHARACTERS AND ITEMS Weapons are used to make attacks and are more complicated
than other items. They are essential to survival, but players
FLAME
1
ROWER A
should think carefully about when to use them. Ammunition is TH
limited, and even the most accurate character can’t defeat every
THROWER 10

MM
FLAM
Exploring the mansion is dangerous—and it’s entirely possible a character might find themselves overcome by the trials ahead.
enemy they encounter.

O
Let’s take a closer look at some more detailed rules for characters.
Each weapon is unique, based on its ammunition capacity, 10
THE HEALTH TRACK KEROSENE TOKENS accuracy, and stopping power.
The health track represents how injured a character is, and has Kerosene is an important resource, used 2 3
1. Each weapon has an ammunition capacity. When a weapon is
five levels from Fine to Danger. Each time a character suffers one as ammunition or with certain items to
first placed in a character’s inventory, take the corresponding
or more damage, move the marker right a corresponding number burn corpses.
ammunition dial and adjust it to the number shown on the
of levels. Each time a character is healed, move the marker left a
card. If the weapon is reloaded, it can’t exceed this number,
corresponding number of levels. A character’s health track marker Each character has a kerosene limit on 2 -
and any ammunition points in excess of its ammunition
can't move beyond Fine. their profile card, which is the maximum
capacity are wasted.
number of tokens they can have at any
time. When a token is spent, discard it 4 1
If a weapon is traded or stored in/retrieved from an item box,
from their profile.
the ammunition dial isn’t reset. RE:TBG©CAPCOM

ITEMS 2. Attack dice indicates the colour and quantity of dice rolled
when the weapon is used to attack.
Characters will find a wide variety of items as they explore, each
3. Hit effects indicate the effect(s) suffered by the target when
part of an item deck. In order to survive, characters must scavenge
the corresponding result is rolled. Results and effects are
for these invaluable resources—without them, the way forward
cumulative, and are shown on the reference sheet on the
might be impassable or the enemies too strong to overcome.
back of this rulebook.
4. Special symbols indicate a weapon has unique rules. These
HERB ITEMS
RED HERB symbols and their rules are shown on the reference sheet on
The majority of recovery items are herbs,
the back of this rulebook.
identified by the symbol.
Weapons are always considered to be in range if the character has
Unlike other items, multiple herb items
line of sight to the target.
can be placed in a character’s inventory Discard when using a Green Herb
as a single item, in a stack. Herbs placed to heal two additional levels.

GREEN HERB
in an inventory this way are considered
If a character’s health track marker moves beyond Danger, they to be mixed and can’t be separated again.
become unconscious. Their model is placed on its side, and their If a character uses a mixed herb, apply
player skips their turn until the character is resuscitated. If a the effects of each card and then discard
RE:TBG©CAPCOM

character becomes unconscious during their turn, the turn ends the entire stack. Heal this character or another

immediately. While unconscious the character still occupies the character in the same or an
adjacent square by one level.

same space in a square, but enemies and bosses ignore them Characters can mix herb items in their
when resolving reactions and behaviour cards. inventory during their Action Phase
without spending an action.
A character in the same or an adjacent square to an unconscious
RE:TBG©CAPCOM

character can still perform the trade action to exchange items


between inventories.
DEFENCE ITEMS
RESUSCITATION AND FAILING SCENARIOS DAGGER
Defence items are a unique item type
A character in the same or an adjacent square to an unconscious
which can’t be used by an action, and
character can resuscitate them with a First-Aid Spray. The
are instead played when a character is
resuscitated character is immediately stood up, and their health
attacked by an enemy.
track marker is placed on Caution. Their player may resume taking
turns as normal from this point on. If this character is attacked by an
enemy in the same or an adjacent
square and fails their evade roll,
discard this card to pass the
evade roll instead.
The players can’t successfully complete a scenario if one or
more characters are unconscious—they’ll have to resuscitate
their allies first! RE:TBG©CAPCOM

If an unconscious character can’t be resuscitated (because none of


the characters have a First-Aid Spray and there are none left in the
item B deck), the players fail the scenario.

18 19
ENCOUNTER CARDS
TILES AND ENCOUNTERS When some tiles are added to the playing area, they are
unexplored, represented by the , or symbols. When
Chris is placed on an unexplored tile, which has a
adding an unexplored tile to the playing area, place a token with
token. He draws a single encounter card, and resolves the
the corresponding symbol on the unexplored tile.
Now the players are familiar with moving characters and enemies around, it’s time to look at exploration in more detail. spawn entry, placing a Zombie on the closest .
When a character is placed on an unexplored tile, remove the
EXPLORING tile’s unexplored token and draw the corresponding number
of encounter cards to see what awaits them. When drawing
The Spencer Mansion is a vast and confusing place, where Once everything has been added, the character is placed on the new
multiple cards, resolve them in the order they were drawn.
characters will never know quite what to expect around the next tile connected to the tile they just left, in the same square as the door
corner. To represent this, only a small section of the map is visible at they’ve just passed through. The character’s turn then resumes.
the start of any scenario, with several doors leading off the playing 2nd Floor West A - 2

area. As the characters step through them and into the unknown, Enemies can’t move or be pushed off the playing area.
they’ll add new tiles, slowly building out the playing area. C

If an exploration card shows an S, this links to the starting area 1

Each door that leads off the playing area has an exploration card shown on the scenario brief instead of a card.
number. When a character moves through one of these doors,
their player draws the corresponding exploration card, then When placing tiles, the artwork and position of spawn points isn’t
RE:TBG©CAPCOM

places the tiles, tokens, and enemies shown on the card, paying important, only the orientation and any walls which are present on
close attention to how the new card links with the previous card. the tile.

If the new tiles have doors that lead off the playing area, leave the
exploration card next to one of the doors for future reference.
Simple Lock

S There are two different types of encounter card entries.

 he spawn symbol indicates that enemies or corpses are


T
S
added to the playing area. When spawning them, use the
A
1st Floor West A - 1 squares on the tile with a , starting with the square closest
to the character and dividing enemies as equally as possible
RE:TBG©CAPCOM
between each .

 on’t spawn enemies in the same square as the active


D
character unless there’s only one on the tile, and the
character is unlucky enough to be in the same square.

The special symbol is always accompanied by special rules.


Spawn a Zombie
If a card has multiple entries, resolve each entry in order, from RE:TBG©CAPCOM

top to bottom. If an encounter card can’t be fully resolved, resolve


as much as possible. If the card can’t be resolved at all, draw a
replacement card instead.

If there isn’t enough room to place an enemy in the correct square when
it’s spawned, spawn it in an adjacent square to that square instead.

Once an unexplored tile’s token has been removed, it is considered


explored for the remainder of the scenario and there’s no need to
draw additional encounter cards when a character is placed on it.

If the encounter deck runs out, shuffle the discard pile and place it
face down to refresh the deck.

Each encounter card also has at least one mission symbol along
its top edge, but don’t worry about them for the moment…

20 21
5. ELEVATOR
TERRAIN ELEMENTS The elevator is a single square tile that characters and enemies
can enter as normal. Scenarios that include the elevator show the
ELEVATOR ELEVATOR SHAFT

position the elevator starts on, and the positions the elevator can
Some tiles contain terrain elements. These range from commonplace doors, stairs, and walls, to much more sinister hazards. move to, which are single square shaft tiles. Models can’t move
or be pushed onto a shaft. A character on the elevator can spend
an action to switch the position of the elevator and a shaft of their
1. DOORS choice. Any models on the elevator remain on the tile when it
moves. A character in the same square as a door leading to a shaft
All doors are closed when placed at the start of a scenario, or by can spend an action to move the elevator as described above.
an exploration card. In addition, some doors begin locked and
require a character to have a specific item in their inventory in If a character is on the elevator and draws a tension card that
order to open them. These doors should have the corresponding spawns enemies, place the enemies on the adjacent tile. If using
locked card slid beneath them. the elevator leads to a new encounter card, the encounter card
number will be listed next to the elevator.
Once a locked door has been opened, discard the locked card and
treat the door as a standard door for the rest of the scenario. Opening
a locked door doesn’t cost an extra action in addition to the open door 6. WALLS
action or cause the corresponding item to be discarded. WALL TILE EDGE
Walls are shown on a tile by a thick black line with a red border.
An intervening wall between two squares prevents any model
Enemies can’t open doors.
from moving or being pushed across it. Walls block line of sight.
WALL
2. ONE-WAY DOORS If an enemy must move towards a character that is obstructed
by an intervening wall, they will move around the wall in a way
One-way doors are a special type of locked door that are locked which reduces the total distance between the two models.
on one side, and can only be opened from the opposite side.
Place their locked card in the same way as a locked door,
ensuring it has the correct orientation shown on the brief or
encounter card.

Once a one-way door has been opened, its locked card is


discarded the same as a normal locked card.

7. ITEM BOXES
A character in the same or an adjacent square to an item box
can spend an action to place any number of items from their
3. ARCHWAYS inventory into the item box. Place the cards for these items in the
item box slot on the mansion dashboard (see page 17), along with
Archways represent a frame with a missing door, or an arch that any corresponding ammunition dials.
connects two tiles together as a single long corridor. Archways
function in the same way as an open door, but can’t be closed. A character in the same or an adjacent square to an item box can
Two tiles connected by an archway are permanently linked. take any number of items from it into their inventory by making a
search action.

An item box counts as a medium model, and can store any


number of cards.

8. CORPSES
4. STAIRS If a character is in the same square as one or more corpses after
performing an action, roll . If the result is , replace each
Stairs are always in connected pairs, and allow characters to move corpse in the square with a Zombie.
between areas of the map. A character in the same square as stairs
can spend an action to leave the tile they’re on and be placed on If a character’s attack causes a corpse to be placed in their
the connected stairs. If using stairs leads to a new encounter card, square, the character doesn’t roll the encounter die after
the encounter card number will be listed next to the stairs. resolving the attack.

Enemies can’t use stairs. A corpse counts as a small base. If an effect would cause a square
to have four corpses in it, place one of these corpses in an adjacent
square, to keep the square clear for models to move through.

22 23
MISSIONS
THE CHARACTER RESERVE As the players undertake scenarios, certain rules will require them
to draw a mission card.

AND MISSIONS
SUPPLY RUN
Missions represent a character from the reserve exploring the
mansion on their own. They might be foraging for supplies, Draw up to five cards.
searching for other survivors, or hunting down enemies, but one If this character survives, draw a number of
thing is true regardless—members of S.T.A.R.S. won’t simply wait cards from the item A deck corresponding to
As the characters explore, they’ll inevitably discover other survivors from either the S.T.A.R.S. Alpha or Bravo team. the number of revealed.
around until their compatriots return! Place any revealed and items in the
item box, then shuffle the remaining cards
back into the deck.
RESOLVING A MISSION
THE RESERVE 2 8 3 A mission interrupts play, and is resolved immediately. The player
The reserve is where characters that have been found are placed, JILL VALENTINE whose turn it is must choose a character in the reserve, and
if they’re not taking part in the current scenario. place their profile card next to the mission card. That character is
Master of Unlocking assigned to the mission.
Jill can unlock a door if another
If the players are instructed to draw a card from the survivor character has the required key
deck, after revealing the character, place their card face up in the in their inventory. Any character in the reserve can be assigned to a mission—it
reserve. Characters that are added to the reserve this way don’t Fighting Spirit doesn’t matter whether they’re a main or support character.
When an encounter card with
begin with kerosene tokens or their starting items. the symbol is drawn, Jill and RE:TBG©CAPCOM

each other character on her tile The rules text on the card is then resolved.
heals one level.
TRACKING HEALTH Mission card
Characters in the reserve use health cards to track their damage, Most missions require the player to draw from the encounter
rather than a health track. If a character in the reserve suffers deck, and resolve the mission symbols along the top edge of the
damage or heals, place a health card with their total number of RE:TBG©CAPCOM
card 1 . Cards are drawn one at a time and are resolved as they 1
wounds next to their profile. If a character in the reserve has are drawn. When resolving cards only resolve the symbols on the
suffered five or more wounds, they are killed and removed from Main Character card top edge and don’t resolve the spawn or special entries—these
the game. are not used during missions.

EXHAUSTING RESERVE CHARACTERS The mission symbols and their rules are shown below. After resolving
Some rules will exhaust characters in the reserve. To show a BRAD VICKERS RESERVE ONLY a card, place it to one side to keep track of what has been drawn.
character is exhausted turn their card 90° clockwise. Exhausted
characters will not heal at the end of scenarios. Birds-Eye View  lue - Clues have no immediate effect, but are required to
C
If Brad would die during a mission, the
mission is abandoned, and Brad is returned successfully resolve several missions.
to the reserve with a Danger health card.
Brad’s card is then exhausted. While
exhausted, Brad can’t be assigned to Wound - The assigned character suffers a wound.
SWITCHING CHARACTERS
missions.
Brad can never be shuffled back into the Heal - The assigned character heals by one level.
survivor deck.
There are two different types of character—main characters
(Barry Burton, Rebecca Chambers, Chris Redfield, and Jill Item - Draw an item A card and add it to the item box. Place a yellow unexplored token on
this tile.
Valentine), and support characters (Richard Aiken, Enrico Marini,
Brad Vickers, and Albert Wesker). RE:TBG©CAPCOM
 .T.A.R.S - The S.T.A.R.S. symbol has no immediate effect, but
S RE:TBG©CAPCOM

may be required to successfully resolve several missions, and


If one or more main characters are in the reserve at the start of Support Character card may interact with some character special rules. Encounter card
a scenario, a player can switch characters, placing their current
character’s profile card in the reserve, then replacing it with one  ew Orders - Discard the encounter cards drawn so far, then
N
of these cards. shuffle the current mission card back into the deck and draw
a replacement. CHARACTER DEATH DURING MISSIONS
Place any number of items from the current character’s inventory If the assigned character is killed during the mission, their profile
in the new character’s inventory, then place any remaining items After the player has finished drawing cards, resolve any card is removed from the game, and any encounter cards that
in the item box. Transfer any kerosene tokens from the current remaining text on the mission card, then the assigned character’s have been drawn are discarded.
character up to the new character’s kerosene limit, and discard profile card is returned to the reserve, and any encounter cards
any excess tokens. BRAD VICKERS RESERVE ONLY that have been drawn are discarded. Remove the mission card The mission card is then removed from the game, unless it has the
from the game, unless it has the symbol, in which case it is symbol, in which case it is shuffled back into the deck.
If the current character has suffered any damage, place a wound Birds-Eye View
If Brad would die during a mission, the
shuffled back into the deck.
card matching the amount of damage with their profile card. If the mission is abandoned, and Brad is returned LONG MISSIONS
new character has a wound card, place the health track marker to
to the reserve with a Danger health card.
Brad’s card is then exhausted. While ABANDONING MISSIONS If the mission card states to place it to one side of the playing area,
the level shown on the card, then discard the card. exhausted, Brad can’t be assigned to
missions.
After resolving an encounter card, the assigned character can it is not resolved in the same way as other mission cards, and after
Brad can never be shuffled back into the
abandon the mission. If a character abandons the mission, assigning a character, the player resumes their turn as normal.
Support characters can’t be used for scenarios, and must survivor deck. the character’s profile card is returned to the reserve, and any Any rules on the card will remain in effect for the rest of the
remain in the reserve. encounter cards that have been drawn are discarded. scenario, or until it is removed from play.

RE:TBG©CAPCOM
RE:TBG©CAPCOM Resolve any text on the card that refers to the mission being At the end of the scenario, if the card is still in play, return the
abandoned, and then remove the mission card from the game, assigned character’s profile card to the reserve, and then remove
unless it has the symbol, in which case it is shuffled back into the mission card from the game, unless it has the symbol, in
the deck. which case it is shuffled back into the deck.

24 25
NARRATIVE EVENTS THE DANGER LEVEL
As the characters progress through the mansion they’ll The Spencer Mansion is not only a strange and mysterious location, but also one fraught with danger. Terrifying foes prowl the eerie corridors
frequently experience unique events—whether investigating RESOLVING NARRATIVE EVENTS and seemingly endless rooms, and even as the survivors put one foe down in the struggle for survival, another two might step into its place.
the whereabouts of their missing comrades, finding a valuable
Narrative events reflect a variety of situations, but their
document, or escaping a horde of enemies, the path ahead will With every passing moment the remaining S.T.A.R.S. officers know their chances of survival diminish further, and the need to make their
resolution is always the same. Like a tension card, each event
seldom be simple. escape grows.
features a title, a flavour description for the event, and rules text
for how to resolve it.
Instances like these are represented by narrative events.
THE DANGER LEVEL DIAL REMOVING CARDS FROM THE GAME
A narrative event interrupts play, and can occur in one of two A danger level dial tracks how dire the situation Some cards are removed from the game after being resolved. If a
different ways. KEROSENE has become. At the start of the campaign, the card is removed from the game, it’s returned to the game box and
CONTAINER danger level is placed at the starting position as can’t be used for the rest of the campaign, unless a rule specifically
The first is when a character is placed in the same square as the shown in the image opposite, but it won’t stay states to return it again.
A large drum sits in one corner, light glinting
narrative token. When this happens the player whose turn it is from the oily cap. This will easily resupply there for long. S
discards the token, then refers to the scenario brief. you, but are you willing to make so
much noise?
As the campaign progresses effects from a variety of sources will
LOSING THE CAMPAIGN
This character gains kerosene tokens
up to their limit. For each token gained, increase or decrease the level, indicating by how many levels when If the danger level moves all the way around and returns to the
draw an encounter card. doing so. Changes to the danger level are always resolved immediately. starting position, the players have until the end of their current
OR scenario to try and reduce it. If they can’t do so, they lose the
Discard this card with no effect. ADDITIONAL TENSION CARD campaign and must start all over again—the mansion has been
overrun by enemies, and there is nowhere left to hide!
EFFECTS
During the game, players will be able to reduce the danger level
Players use the same tension deck throughout the campaign—but
through certain effects, but these choices will almost always be
Narrative token should be aware that the deck will evolve over time, steadily
accompanied by less-than-desirable alternatives. Think carefully
becoming more dangerous.
about how to proceed, before finding that you have to make
The second is when a player is instructed to draw a narrative
dangerous decisions just to stay alive!
card. When this happens the player whose turn it is draws a card RE:TBG©CAPCOM
Some tension cards will have additional text if the danger level
from the narrative deck. has reached its second or third tier, respectively indicated by
the and symbols. If one of these cards is drawn and the
Firstly, the player reads the title and event description aloud danger level matches the symbol next to the text, resolve the
to the other players, then the rules text is resolved. Enemies additional text as well as the normal text.
spawned by narrative events are placed as detailed in the
encounter card section, distributed evenly across the symbols
on the active character’s tile, starting with the square closest to FEVERED ASSAULT
the character.
Unnatural vigour possesses the undead,
If the event features a decision, the players can discuss the as they hurl themselves towards you in a
stumbling run.
options amongst themselves, but the player whose turn it is has During the next player’s turn,
final say on which option is resolved. increase enemy movement values by 1.

Once a narrative card has been resolved, it is removed from the This card remains in
play for one round.
game unless it has the symbol, in which case it is shuffled
back into the deck.

RE:TBG©CAPCOM

Additional text is cumulative—if a card has both second and third


Narrative card
tier text, and the danger level is in the third tier, resolve the text
next to both icons.

26 27
THE MANSION MAP
There isn’t a correct order in which to play scenarios during the campaign—in fact, depending on which items the characters find and in
which order, this will be different every time.

Initially, the players can only choose from four scenarios, but as they explore the mansion they’ll be able access new areas and attempt
new scenarios.

SETTING UP THE MANSION MAP ADDING NEW SCENARIO CARDS


At the start of the campaign, place the Main Hall card to one side When a scenario is completed, the players will typically add one
where each player can see it, with enough space to build out a or more new scenario cards to the map. When scenario cards
mansion map surrounding it. Position the 1st Floor West A, 2nd are added, they are placed adjacent to the scenario card with the
Floor West A, 1st Floor East A, and 2nd Floor East A cards as shown matching numbered arrow. Scenario cards with a locked side are
below, matching the numbered arrows on the cards. Then, place the always placed with their locked side face up.
Crypts A and Crypts B cards, ensuring both cards have the locked
side face up. LOCKED SCENARIOS
Some scenarios begin locked, and can’t be attempted until the
characters find one or more specific items. Locked scenarios always
CRYPTS A
show the item(s) required to unlock them on their locked side.

LOCKED Once the required items have been found, flip the locked card to its
1
unlocked side. It can then be attempted as normal.
1
COMPLETING SCENARIOS
11 2ND FLOOR WEST A 6 6 2 2 2ND FLOOR EAST A 7 Once a scenario has been successfully completed, a scenario
complete token is placed on it. Scenarios with a scenario complete
token can’t be played again.
MAIN HALL

If the players successfully complete the Helipad scenario,


10 1ST FLOOR WEST A 5 5 3 3 1ST FLOOR EAST A 8
they have completed the campaign and survived!

4 Remember that while you’re exploring, you’ll always be racing


against the danger level. If the dial reaches the end before you’re able
4
CRYPTS B to complete the Helipad scenario, the campaign is lost and you’ll
have to start all over again, as the mansion is completely overrun!

LOCKED
CRYPTS A

DOG LOCKED
WHISTLE 1

1
2ND FLOOR WEST B

11 11 2ND FLOOR WEST A 6 6 2

Used to unlock the 2nd Floor LOCKED


West B scenario.
Required to complete the 2nd
Floor West B scenario. MAIN HALL

10 1ST FLOOR WEST A 5 5 3


RE:TBG©CAPCOM

4
CRYPTS B
The players have successfully completed their first scenario, 2nd Floor West A. After doing so the scenario brief instructed
them to add the 2nd Floor West B scenario card to the map. Because this card has a locked side, it’s placed with that side face
up. It looks like in order to play the new scenario, they’ll need to find the Dog Whistle elsewhere in the mansion...
LOCKED

28 29
GETTING STARTED

STARTING THE There isn’t a correct order in which to play scenarios during the
campaign. Initially, the players can choose from four scenarios—
1st Floor West A, 2nd Floor West A, 1st Floor East A, and 2nd Floor
Each player places their character on one of the two starting
positions shown on the scenario brief. It doesn’t matter which
characters start in each position, as long as each position has at

CAMPAIGN
East A. The briefs for these scenarios are included in the scenario least one character on it.
booklet. If the players are beginners to the world of tabletop
survival horror, we recommend starting with 1st Floor West A. If a scenario has a single starting position, all the characters must
start in that position.
Once the players have decided which scenario they’d like to
attempt first, they should set up the playing area as shown in the PLAYING A SCENARIO
Now that you know the additional rules you’ll need, it’s time to begin the campaign! corresponding scenario brief. Remember to place unexplored No matter which scenario the players select, gameplay is just like
tokens on each unexplored tile, and slide the corresponding locked before, beginning with the first player to take their turn and then
cards under any locked doors, ensuring the correct side is face up. moving clockwise around the table.

SETTING UP Find the item B cards listed in the scenario brief. Shuffle them
together, and place them in the item B slot on the dashboard.
Each scenario brief will inform players how to complete the
scenario.
Then, find the exploration cards listed in the scenario brief, and
place them in the corresponding dashboard slot, in numeric order Be wary—from here on out scenarios will be longer and more
Resident Evil: The Board Game is a campaign game that allows
players to choose which path to take as they explore, building
SUPPORT CHARACTERS for ease of reference. difficult experiences than the tutorial scenario, so good luck!

their own narrative. There is no set order for playing each In addition to the four main characters, Resident Evil: The Board At the start of subsequent scenarios, there might be cards left over If you fail the scenario, don’t worry! The campaign will continue,
scenario—and because the location of every item is randomised, Game includes four support characters (Richard Aiken, Enrico in the item B and exploration slots. Discard these cards before so read on to the next section…
it will be different for each playthrough. Marini, Brad Vickers, and Albert Wesker). adding any new cards during set up.

The campaign will take a long time to complete in its entirety, so Place the Brad Vickers card face up in the character reserve, then
unless players have a few days set aside, we recommend taking shuffle the profile cards for the remaining support characters with
a more relaxed pace and playing over several sessions, tackling a the cards for any main characters that aren’t being used, to create
scenario or two at a time. the survivor deck. Place the deck face down on the corresponding
slot on the dashboard.
CHOOSING CHARACTERS
Each player selects a main character (Barry Burton, Rebecca
CARD DECKS
Chambers, Chris Redfield, or Jill Valentine) and places the Place the dashboard to one side of the playing area, within easy
corresponding profile card 1 face up in front of them. Each reach of each player. Then, set the danger level dial to its starting
player then places a health track 2 next to their profile card with position and place it next to the dashboard.
the health track marker set to Fine 3 .
Search the narrative, encounter, item A, item B, mission, and
Each character begins the game with the starting items 4 listed tension decks for cards with the , , , , and
on their character card. Players should place a card for each of symbols, and return these cards to the box—these cards do not
these items underneath their character’s profile card. Each player start off in any deck, and will be added as the campaign goes on.
takes a Handgun ammunition dial and sets it to 15 5 , and places
it next to their character's Handgun card. Shuffle the remaining narrative, encounter, item A, mission, and tension
cards, and place each deck face down in the corresponding dashboard slot.
Finally, each player places a number of kerosene tokens equal to
their character’s kerosene limit on their character’s profile card 6 . Take the item C cards and separate them into tiers using the
symbols at the bottom of each card. Shuffle the tier four cards
1 2 and place them face down in the dashboard’s item C slot. Shuffle
2 8 3 the tier three cards and place them face down on top of the
JILL VALENTINE
tier four cards. Repeat this for the tier two cards, and then the
Master of Unlocking
Jill can unlock a door if another
tier one cards to create the item C deck.
character has the required key

3
in their inventory.

Under no circumstances should the item C deck be shuffled during


Fighting Spirit

4 When an encounter card with


the symbol is drawn, Jill and
BRAD VICKERS RESERVE ONLY
each other character on her tile
heals one level. the campaign! Doing so might mean the players are unable to
access vital areas of the mansion… Birds-Eye View
If Brad would die during a mission, the
mission is abandoned, and Brad is returned
RE:TBG©CAPCOM to the reserve with a Danger health card.
Brad’s card is then exhausted. While

4 5
exhausted, Brad can’t be assigned to
missions.

FIRST-AID Brad can never be shuffled back into the


KNIFE HANDGUN survivor deck.
∞ SPRAY 15

RE:TBG©CAPCOM

Heal this character or another


character in the same or an

6
adjacent square by three levels,
or resuscitate an unconscious
1 - character to Caution. 1 -

est A - 1
1
RE:TBG©CAPCOM RE:TBG©CAPCOM RE:TBG©CAPCOM

1st Floor W
30 31
THE TENSION DECK AND
ADVANCED RULES RUNNING OUT OF TIME
Congratulations—whether you completed or failed your first scenario, you’ve taken your first steps of the campaign. It’s time to learn the last
rules you’ll need to know… When the tension deck ran out during the tutorial and your first scenario, the discarded cards were simply shuffled and placed face
down to create a new draw pile. From now on however, if a player has to draw from the tension deck and there are no cards left, the
scenario immediately ends in failure—the characters have spent too long exploring, and have attracted a horde of undead which they’ll

THE END PHASE


have to retreat from.

To prevent this happening, characters can use ink ribbons to refresh the tension deck, provided they’re near a typewriter.

INK RIBBONS TYPEWRITERS


At the end of each scenario, the End Phase begins. Players should follow the steps in one of the tables below, depending on whether they
Ink ribbons are generated at the start of each Typewriters are a terrain element and are
completed or failed the scenario.
scenario, and placed by the side of the playing identified on scenario briefs and exploration
area. They are a communal resource and can be cards. A typewriter counts as a small base.
SCENARIO COMPLETED SCENARIO FAILED used by any player during their turn.
A character in the same or an adjacent square as
If the players completed the scenario, If the players failed the scenario,
The number of ink ribbons the players begin a typewriter can spend an action to discard an ink
follow the steps below, in order. follow the steps below, in order.
each scenario with depends on the number of characters taking ribbon, then shuffle the tension deck draw and discard piles together,
part in the scenario. If there are one, two, or three characters, the and place the deck face down on the dashboard’s tension deck slot.
1 Increase the mansion danger level by 1. 1 Increase the mansion danger level by 1.
players begin with one ink ribbon. If there are four characters, the After a typewriter has been used to refresh the deck, it is discarded.
players begin with two ink ribbons.
If there are five or more corpses on the playing Each character discards any item B cards they
area, shuffle a 1 card into the encounter deck. collected during the scenario. Then, each character
2 If all four 1 encounter cards have already 2 can use the item box to store or retrieve any
been added to the deck, increase the mansion number of items.
danger level by 1 instead.
Reset each ammunition dial to the maximum
If there are five or more Zombies on the playing 3 capacity shown on the weapon’s card.
area, increase the danger level by 1. If there are
3 ten or more Zombies, increase the mansion danger 4 Heal each player's character to Fine.
level by 2 instead.
If any characters from the reserve were killed
Discard any items in character inventories and during the scenario, return their profile cards
4 the item box. Then, each character can use the item 5 to the reserve. Then, discard any wound cards
box to store or retrieve any number of items. on characters in the reserve. Return exhausted
character cards to their standard orientation.
Reset each Handgun ammunition dial to 15,
then increase each other ammunition dial by Shuffle any discarded item A, tension, and
5 2. Characters can then use items in their 6 encounter cards back into their respective decks.
inventories to increase the corresponding weapon
ammunition dials by the printed amount. 7 Discard any remaining ink ribbons.

Heal each player’s character by one level.


The players can now either choose to attempt this scenario again,
6 Characters can then use items in their
or attempt another scenario instead. If the players choose to retry
inventories to heal by the printed amount.
this scenario, set up the scenario as normal. After choosing but
before setting up, players can switch characters, trade items, and
Heal each non-exhausted character in the reserve
use the item box to store or retrieve items.
7 by two levels. Return exhausted character cards to
their standard orientation.
If players added cards to the item A, tension, and encounter decks
at the start of a scenario and then failed the scenario, remove the
Shuffle any discarded item A, tension, and
8 encounter cards back into their respective decks.
cards from the decks and return them to the box.

After resolving the End Phase, if you decide to take a break from the
9 Discard any remaining ink ribbons.
action, use the campaign sheet on the back page of the scenario booklet
to record the position of each character’s health track, any items
After resolving the End Phase, the players can choose their next they have in their inventory, and any items currently in the item box.
scenario. After choosing but before setting up, players can switch
characters, trade items, and use the item box to store or retrieve When packing away, be careful not to shuffle the item C deck, and
items. to keep the narrative, encounter, item A, mission, and tension decks
separate from any cards that haven’t yet been added to them.

32 33
BOSSES
ALTERNATE
Bosses are significantly more powerful than the other creatures stalking through the shadows. Players should always approach bosses
with great care—they are formidable and resilient foes, and are capable of making extremely powerful attacks.

There are two bosses in Resident Evil: The Board Game—Lisa Trevor,
and the T-002 Tyrant. Boss encounters each have unique scenarios
BOSS BEHAVIOUR DECKS AND ACTIONS
Instead of performing reactions, each boss has a unique behaviour
GAME MODES
and rules, but the following universal rules apply to bosses at all times. deck which dictates how it moves and attacks. When a character is on Resident Evil: The Board Game is designed to be playable in a variety of different game modes and will provide hours of enjoyment however
the same tile as a boss, instead of drawing from the tension deck in the you wish to play.
• Bosses don't perform reactions. Tension Phase, their player draws from the behaviour deck instead,


Bosses can’t be pushed.
If one or more models block a boss’s movement into a square,
and resolves the sequence of actions on the card. Resolve behaviour
cards in vertical order, from the top of the card working downwards.
EASY MODE SOLO PLAY MODE
place the boss in the destination square and resolve a push This game mode is designed for those unfamiliar with the series or This game mode allows a player to play on their own with only
against all other models in the square.  ovement actions indicate the number of squares the boss
M new to tabletop gaming. It allows players to play through Resident one character, so they can fully immerse themselves in the
• When a boss suffers damage, record it on the boss health dial moves, and which character or token it moves towards. Evil: The Board Game at a more relaxed pace and increases survival horror experience. It adjusts the health level of the bosses
by counting down instead of using wound tokens. When a ammunition and healing to improve character survivability. so that they can be defeated by a single character.
boss’s health dial reaches 0, the boss is killed. Attack actions indicate the attack range 1 , evade difficulty
• The players don’t fail and can still complete the scenario if a 2 , and effects if the attack hits 3 . If the players are playing in easy mode, make any number of the If a player is playing in solo play mode, make the following
character is made unconscious as result of a boss’s attack and following adjustments to the core rules. adjustments to the rules.
there’s no way to revive them. Unlike normal enemy attacks, boss attacks don’t use base sizes
to determine the results required to evade them, and instead • At the start of a scenario, generate one additional ink ribbon. • Reduce the T-002 Tyrant, Yawn (Second Encounter), Plant 42,
When moving, if a boss moves into the same square as its target, list an evade difficulty. This is the minimum result a character • Don’t remove typewriters from the playing area after using them. and Black Tiger health values by 10.
after resolving any pushes, it will still keep moving until its must roll in order to successfully evade the attack. • When using an ammunition item to reload a weapon, restore • The character begins each scenario in square 1 , and square
movement has been spent. This might mean a character is pushed the weapon to its maximum capacity instead of increasing it by 2 is not used.
several squares during the movement. If the range includes the symbol, the attack is made against the printed amount. • Double each character’s kerosene limit, and increase their
every character in range. • When using a First-Aid Spray to heal a character, restore the inventory size by two.
Like enemies, each boss has a reference card listing its hit points character to Fine. • Any attack or effect with the symbol reduces the
1 , and special rules 2 . Bosses can be targeted by and suffer  pecial actions cover a wide variety of rules, which are
S • After failing an evade roll, a character can push every enemy in character‘s health track to Danger instead, unless their health
effects from attacks in the same way as enemies. detailed in the text box. their square, instead of only the model which made the attack. track is already on Danger.
• When a scenario is completed, heal each character by an • Certain scenarios will have further instructions for solo play
If a boss’s behaviour deck is exhausted, shuffle the discard pile additional level. listed in their scenario brief.
SUBJECT
23 2
4 25 26 and place the cards face down to refresh the deck.
Easy mode is fully compatible with both solo play mode and Solo play mode is fully compatible with all expansions.
22 27
LISA TREVOR
2 1
2

all expansions.
8

20
29

16 17 18 19
30

Chain Drag LISA TREVOR

2 STANDALONE MODE
0 1 2 3

When Lisa Trevor resolves a behaviour


card, move the crest token that matches
her behaviour card one square closer to its
FURIOUS CHARGE
starting location.
Although Resident Evil: The Board Game has been designed
15
4

Invulnerable 6 with campaign play in mind, each scenario can be played as a


14

Move 2 towards the closest


5

When Lisa Trevor’s health dial is reduced to 7 13 crest token.


8 9 2
0, keep her in play. During the next Tension 10 11 1 standalone game.
Phase instead of drawing a behaviour card
reset her dial to 10. 1 2 3
Flailing Limbs When setting up for a standalone game, take each of the
When a character performs an action in the individual decks and remove any cards showing a numbered ,
same square as Lisa Trevor they must pass 2
a evade roll. If they fail the action is not , , , , or symbol. Add any cards to the relevant
resolved and the character suffers .
decks indicated by the standalone section on the scenario brief,
Move the closest crest token before shuffling them. The standalone section will also detail any
1 one square closer to its
starting location. item cards and weapons the characters will have at their disposal
10 in addition to their starting items.
RE:TBG©CAPCOM

Once players have selected their characters, place the Brad Vickers
card face up in the reserve.
Lisa Trevor RE:TBG©CAPCOM

On most occasions the characters encounter Lisa Trevor, she will be When playing standalone scenarios, players follow the rules as
an enemy rather than a boss, and the rules above are not applied. normal, including how to successfully complete and fail a scenario.
Encounters where Lisa Trevor appears as a boss will be clearly
identified in the scenario brief.

T-002 Tyrant
The T-002 tyrant has three reference cards and two sets of
behaviour cards. Which cards to use when facing the T-002 Tyrant
will be clearly identified with the scenario brief.

34 35
QUICK REFERENCE
OUT-OF-SEQUENCE REACTIONS
ACTION PHASE Reactions which occur during a character’s Action Phase.
Characters may perform up to four actions
during their Action Phase.
• Making an Attack:
Each enemy on the same or linked tiles performs a move reaction.
Move
• Making an Action in the Same Square as an Enemy:
Place the character in an adjacent square,
The enemy performs an attack. If the evade roll fails, the action
without crossing a wall or corner.
is not resolved, but still counts as having been spent.
• Attacking an Enemy in the Same Square:
Attack
If the attack is not successful, the character is automatically hit
Perform an attack with a weapon
by the target’s basic attack.
in the character’s inventory.

Open/Close Door
EVADE ROLLS
Flip a door token to open or closed. Target results vs. models in the character’s square.

Search
Discard an item token in the same Dice Roll
square and draw an item card.
Medium Base and
Trade Successful
Small Base
Medium Base or
Small Base or
Against Two Small Bases
Exchange any number of items with another Three Small Bases
character in the same/adjacent square.

Use Item ATTACK EFFECT SYMBOLS


Resolve the text on an item card,
Symbols used by characters and enemies during attacks.
then discard the card.
Damage – The target suffers damage equal to the number shown.
Discarding a card during the Action Phase
 ush – The target is pushed into an adjacent square of the
P
without effect does not cost an action.
player’s choice.
 rea of Effect – Apply the result’s other effects to the target
A
and each other enemy in the target’s square.
REACTION PHASE Unconscious – The target is rendered unconscious.
Resolve a reaction for any enemy on the
Dead – The target is killed.
same or linked tiles.
 ssault – After resolving the attack, place the enemy in the
A
same square as the target, or an adjacent square if the target’s
If a character is in range and line of sight,
square is already full.
the enemy will perform an attack.

ATTACK SPECIAL RULES


If the enemy model is not in range to attack,
Decapitation – This attack ignores the Tough Hide special rule.
it will move towards the closest character.
 erosene Fuelled – A character with this weapon in their
K
inventory can spend an action to discard any number of their
When performing an attack, remember to check the
kerosene tokens, and increase the weapon’s ammunition dial
symbol on the current tension deck card.
by 3 per token discarded.

 apid Fire – The character can spend 1 additional


R
ammunition point to roll an extra 1 , or 2 additional
TENSION PHASE ammunition points to roll an extra 2 during the attack.
Draw and resolve a card from the tension deck.
1  imited Range – This weapon can only be used to attack
L
enemies in the same or an adjacent square.

Sweep – This attack is made against each character in range.

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