Resident Evil The Board Game
Resident Evil The Board Game
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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
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LOCKED
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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,
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the symbol is . If the result cter an additi Barry treats roll they fail. for each
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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
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PCOM
PCOM
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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
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
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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
.
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PCOM
0
OM
RE:TBG©CAPCOM RE:TBG©CAPC PCOM
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4x Support Character cards 6x Enemy Reference cards 4x Boss Reference 30x Boss
cards Behaviour cards
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
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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.
or resuscitate an unconscious
1 - 1 - character to Caution.
1
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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
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.
SMALL MODEL
8 9
ATTACK
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.
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• 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
Dice Roll
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).
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…
Gunshot
1
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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!
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
Resident Evil: The Board Game includes a dashboard on the reverse of the cover sheet that provides positions for the various cards and
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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.
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
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PCOM
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©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
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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
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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
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
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.
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.
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.
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
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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.
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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.
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
LOCKED
CRYPTS A
DOG LOCKED
WHISTLE 1
1
2ND FLOOR WEST B
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.
4 5
exhausted, Brad can’t be assigned to
missions.
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6
adjacent square by three levels,
or resuscitate an unconscious
1 - character to Caution. 1 -
est A - 1
1
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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
To prevent this happening, characters can use ink ribbons to refresh the tension deck, provided they’re near a typewriter.
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
2 STANDALONE MODE
0 1 2 3
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.