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Resident Evil Building Deck Alliance - Livro de Regras

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Resident Evil Building Deck Alliance - Livro de Regras
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Version 1.1 © CAPCOM. Licensed for use by BANDAI.
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Page 1: Resident Evil Building Deck Alliance - Livro de Regras

Version 1.1

© CAPCOM. Licensed for use by BANDAI.

Page 2: Resident Evil Building Deck Alliance - Livro de Regras

ChAPter I. Pg 02

Game Concept

ChAPter II. Pg 02

Card Analysis

ChAPter III. Pg 06

things You Need to Play

ChAPter IV. Pg 06

Field Layout

ChAPter V. Pg 07

Basic Game Setups

ChAPter VI. Pg 08

Game Modes

ChAPter VII. Pg 24

terminology of the Game

ChAPter VIII. Pg 24

FAQ News reports begin to come in, speaking of cannibalism in the remote corners of the United States. reports indicate that people were attacked by a group of roughly 10 people. the only evidence found were bits of torn flesh and bone. the grisly incidents continue to increase, with the epicenter being triangulated to an isolated mansion just outside the city limits.

Upon approaching the Mansion, however, you come under attack. Your aggressors seem unfazed by your attacks, and you retreat into the mansion. Unable to go back the way you came, will you be able to forge ahead, find a way out and, most of all, escape with your life?

Welcome to the Survival horror...

Table of Contents

Prologue

Page 3: Resident Evil Building Deck Alliance - Livro de Regras

30Health

20Damage Decorations

2Ma-0 37Ma-0 37©CAPCOM. Licensed for use by Bandai .©CAPCOM. Licensed for use by Bandai .

When this Infected is revealed, all Characters take 10 Damage.When this Infected is revealed, all Characters take 10 Damage.

Am-001Am-001©CAPCOM. Licensed for use by Bandai .©CAPCOM. Licensed for use by Bandai .

0

+10 +10

We-025We-025

30Ammo Requirement

20Damage

40

©CAPCOM. Licensed for use by Bandai .©CAPCOM. Licensed for use by Bandai .

You can Discard as many "Pistol" Weapons from your hand to to give this Weapon +10 Damage during this turn for every “Pistol” Weapon Discarded due to this effect.

80Health

Ch-018Ch-018©CAPCOM. Licensed for use by Bandai .©CAPCOM. Licensed for use by Bandai .

Leon S. KennedyDuring your turn, you can move 1 card from your Discard Pile to the bottom of your Inventory.

During your turn, you can move the bottom card of your Inventory to the top.

1Leve

l17Le

vel2

Levels & Decoration Requirements: This shows the Decorations required to be the Level indicated. (See Pg 11 for Level Up and Decorations) Effects: These are the special effects of this Character. Character effects which use the word “can” in them can only be used once during their noted timing. So use them carefully!

(4) INFeCteD CArDInfected cards are only in the Mansion (See Pg 07 for Mansion). As Players Explore the Mansion, they have a high chance of encountering the Infected. When they do, they must Battle and defeat them using whatever Weapon cards they have, lest they be permanently incapacitated.

Welcome to the Resident EvilTM Deck Building Game. This is a game where you build up a deck from meager beginnings. The deck you build represents your Inventory, whether that includes Medical Supplies, Weapons, or Ammunition. Your deck will be your lifeline to survival.

Chapter I. Game Concept

Chapter II. Card Analysis

(1) ChArACter CArDCharacter cards are used to battle against the Infected you encounter throughout the game. Each Character has special effects that could change the game when used.

All Characters have a base damage of 0. (See pg 10 for new Base Damage Rule)

(3) WeAPON CArDWeapon cards are used in battle to deal Damage to the Infected. Most Weapons have an Ammo Requirement that you need to fulfill in order to deal Damage. Weapons will be your primary Resource used to deal Damage to the Infected.

(2) AMMUNItION CArDAmmunition serves as the Basic Resource Players need to use their Weapons and to gain Gold to Buy other Resources.

Damage: This shows how much Damage this Weapon deals when used.

Weapon Effect: The special effect the Weapon provides, if any. Weapon effects are activated when the Weapon is used.

Damage: This shows how much Damage it deals to the Exploring Character if it is not Defeated in battle.

Decoration Reward: This shows how many Decorations the Infected provides once Defeated. The stronger the Infected is, the more Decorations your Character earns.

A A

AA

B B

e

e

G

G

F

F

F

F

B

B

CC

C

C

D

Card Type

Starting and Maximum Health: This shows the starting Health of this Character. This also represents the starting Maximum Health of this Character.

Character Name

A

B

C

D

D

Card Type

Cost to Buy

Name

Bonus Icons: These show any additional bonuses the Ammunition gives. In the example, this Ammunition gives +10 Ammo and +10 Gold.

A

B

C

D

e

e

e

D

Card Type

Cost to Buy

Weapon Name

Weapon Type

Ammo Requirement: This shows how much Ammo is needed to use the Weapon.

A

B

C

e

D

D Card Type

Infected Name

Health

Effect: This shows the special effects this Infected has, if any.

A

B

C

D

02 03

Page 4: Resident Evil Building Deck Alliance - Livro de Regras

Chapter II. Card Analysis (cont.)

04 05

It-001It-001©CAPCOM. Licensed for use by Bandai .©CAPCOM. Licensed for use by Bandai .

20

trash this Item to heal a Character’s health by 20, or, you can trash this Item and another “Green herb” from your hand to heal your Character’s health by 60.

(5) IteM CArDItem cards have useful effects like healing or increasing the Maximum Health of Characters. Certain Items can only be found in the Mansion. Use them correctly to achieve an advantage over other Players.

AB

C

D

Card Type

Cost to Buy

Item Name

Effect: The special effect it gives to the Player.

A

B

C

D

When this event is revealed, remove it from the Game. reveal the next 2 cards of the Mansion. If any of those cards are Infected, the exploring Player i s now Battling them. randomly move all other cards (including this card) to the bottom of the Mansion .

Ma-0 30Ma-0 30©CAPCOM. Licensed for use by Bandai .©CAPCOM. Licensed for use by Bandai .

Ac-015Ac-015

50

If you have no Partner, you get +2 cards.

©CAPCOM. Licensed for use by Bandai .©CAPCOM. Licensed for use by Bandai .

1+Action

10+Gold

(6) ACtION CArDAction cards have powerful effects that provide bonuses that Players will need in their quest to defeat the Infected.

AB

C

D

e

Card Type

Cost to Buy

Action Name

Effect: The special effect it gives to the Player.

Bonus Icons: The extra bonuses you are getting during the turn the card is played. Apply these Bonus Icons before applying the effect.

A

B

C

D

e

(7) eVeNt CArDEvent cards represent special occurrences or findings that you will encounter while Exploring the Mansion.

B

C

Card Type

Event Name

Effect: The special effect that occurs when the card is Revealed.

A

B

C

A

Page 5: Resident Evil Building Deck Alliance - Livro de Regras

06 07

Chapter IV. Field Layout

Chapter III. Things you need to playo 1-4 Players

o Game counters (dice, loose change, etc) or a pen and paper to keep track of the Health of the Characters.

The area in the center is referred to as the Resource Area and 18 different card piles (known as Resource Piles) are placed here, face up. All the cards in this area are referred to as Resources in the game. Players can Buy these cards by paying their cost.

Depending on which Scenario you play, different Resources are placed in the Resource Area. However, there are certain cards you need in every game. The following cards are the [Basic Resources] and are placed in the Resource Area for every game. The Basic Resources are:

Resources AreaMansion Area e

BASIC reSOUrCe PILeS: (1) “Ammo X 10” (2) “Ammo X 20” (3) “Ammo X 30”

(4) “Green Herb” (5) “Handgun” & “Burst-Fire Handgun”*(6) “Combat Knife” & “Survival Knife”*

A

A

Player AreaB

Player AreaB

Player Area

B

Player Area

B

C Discard Pile

C Discard Pile

CDis

card

Pil

e

CDisca

rd

Pil

e

D Inventory Area

D Inventory Area

DInven

tor

y

Area

DInven

tor

y

Area

We-004We-004

0Ammo Required

5Damage

0

©CAPCOM. L icensed for use by Bandai .©CAPCOM. L icensed for use by Bandai .

We-009We-009

20Ammo Requirement

10Damage

20

©CAPCOM. Licensed for use by Bandai .©CAPCOM. Licensed for use by Bandai .

Each Player has their own Play Area , Discard Pile and Inventory Area . Whenever a Player plays a card from their Hand, it is placed in their Play Area face up. At the end of each Player’s turn, the Player discards all the cards they played that turn, and the ones in their Hand to their Discard Pile. Whenever a Player Buys or Gains a card, it is also moved to their Discard Pile right away.

B C D

Another area called the Mansion Area is added next to the Resource Area. The Mansion includes powerful Weapons, Items, and various Events, along with the vicious Infected. Shuffle the following cards into a pile and place it next to the Resource Area,

CArDS thAt GO INtO the MANSION:

(1) DeCIDe WhO GOeS FIrSt!Randomly determine the first Player. If playing multiple games in a row, randomly determine the starting Player from all Players that lost the previous game. Play continues clockwise from the Player who went first.

(2) PICk A ChArACter!Starting from the first Player, each Player randomly selects a Character out of the 10 Characters until all Players have a Character. Set the Characters you aren’t using to the side and out of the game.

Chapter V. Basic Game Setups

1. All Infected cards Except (30 total): o Reaper o Los Illuminados Monk o Guardian of Insanity

2. All Event cards (5 total)

e

*Combine and shuffle them into a pile

*As you can see above, piles (5) and (6) have 2 different kinds of cards in them. All of the noted cards should be shuffled into the same pile before placing them in the Resource Area.

Am-001Am-001©CAPCOM. Licensed for use by Bandai .©CAPCOM. Licensed for use by Bandai .

0

+10 +10

Am-002Am-002©CAPCOM. Licensed for use by Bandai .©CAPCOM. Licensed for use by Bandai .

30

+20 +20

Am-003Am-003©CAPCOM. Licensed for use by Bandai .©CAPCOM. Licensed for use by Bandai .

60

+30 +30

Ac-017Ac-017

80

Choose another Player. that Player gets +1 card.

©CAPCOM. Licensed for use by Bandai .©CAPCOM. Licensed for use by Bandai .

4+Cards

Ac-021Ac-021

90

©CAPCOM. Licensed for use by Bandai .©CAPCOM. Licensed for use by Bandai .

20+Gold

1+Action

1+Buy

Any cards you Gain this turn go to your hand instead.

70

Choose a Weapon type (Magnum, Pistol, rifle, etc). All Weapons of that type get +10 Damage during this turn.

20+Ammo

Ac-022Ac-022©CAPCOM. Licensed for use by Bandai .©CAPCOM. Licensed for use by Bandai .Ac-019Ac-019

30

trash 1 card from your hand. then you get +1 card.

©CAPCOM. Licensed for use by Bandai .©CAPCOM. Licensed for use by Bandai .

1+Action

Ac-014Ac-014

40

Attach this card to your Partner if you have one. When your Character explores, if your Partner is leading with this card attached, 1 of your Partners Weapons gets +10 Damage during this turn.

©CAPCOM. Licensed for use by Bandai .©CAPCOM. Licensed for use by Bandai .

1+Buy

2+Cards

Ac-018Ac-018

60

During your opponent's turn, when an Infected is revealed, you can trash this card from your hand to give +20 health to any revealed Infected during this turn.

©CAPCOM. Licensed for use by Bandai .©CAPCOM. Licensed for use by Bandai .

1+Buy

2+Actions

Ac-013Ac-013

30

Attach this card to your Partner if you have one. If this card is attached to your Partner at the beginning of your turn, you get +1 Action during this turn.

©CAPCOM. Licensed for use by Bandai .©CAPCOM. Licensed for use by Bandai .

20+Ammo

2+ActionsIt-001It-001©CAPCOM. Licensed for use by Bandai .©CAPCOM. Licensed for use by Bandai .

20

trash this Item to heal a Character’s health by 20, or, you can trash this Item and another “Green herb” from your hand to heal your Character’s health by 60.

It-004It-004©CAPCOM. Licensed for use by Bandai .©CAPCOM. Licensed for use by Bandai .

20

You can trash this Item and a “Green herb” from your hand to heal a Character and their Partner’s health to full.

We-024We-024

0Ammo Requirement

XDamage

90

©CAPCOM. Licensed for use by Bandai .©CAPCOM. Licensed for use by Bandai .

x = 5 times the number of cards in your Discard Pile.x = 5 times the number of cards in your Discard Pile.

We-020We-020

60Ammo Requirement

45Damage

70

©CAPCOM. Licensed for use by Bandai .©CAPCOM. Licensed for use by Bandai .

You get +1 explore this turn.

We-017We-017

0Ammo Requirement

0Damage

20

©CAPCOM. Licensed for use by Bandai .©CAPCOM. Licensed for use by Bandai .

(trASh ONCe USeD) the next time a "Las Plagas" Infected is revealed this turn, Defeat it immediately. While your Character(s) is/are Battling, you can move 1 Infected with 20 or less health to the bottom of the Mansion.

(trASh ONCe USeD)

We-022We-022

XAmmo Requirement

XDamage

40

©CAPCOM. Licensed for use by Bandai .©CAPCOM. Licensed for use by Bandai .

You cannot use more than 20 Ammo for this Weapon .

Page 6: Resident Evil Building Deck Alliance - Livro de Regras

PLAYerS NeeDeD: 1 tO 4 PLAYerS eStIMAteD PLAY tIMe: 45 MIN tO 1 hOUr

A deadly Virus is causing the recently deceased to arise again in a suburb. Moving under the cover of night, you attempted to infiltrate the epicenter, an old, decrepit mansion. However, monstrous animals and abominations, created by the virus infecting living beings, gave chase.

Fleeing to the mansion, you are now forced to find an exit through other ways. Will you bravely step forward into the abyss and find a way out, or will you fall victim to one of the Infected?

SteP 1: Set UP the “INItIAL hOrrOr” SCeNArIO!Story Mode is meant to be played with any combination of cards. You can play with as few as 18 Resource Piles, or as many as you want. For the first time you play, start with the Scenario on the following page:

(GAMe MODe 1) StOrY MODe

Chapter VI. Game Modes

1) PLAYING ACtION(S)Each Player begins their turn with 1 Action. Playing an Action card uses 1 Action, but some cards allow a Player to get more Actions during their turn, allowing for more Action cards to be played in a single turn.

SteP 2: hAVe the StArtING INVeNtOrY AND hAND reADY!Each Player takes the following cards from the Resource Area. Leave the remainder in the Resource Area, if there is any:

“INItIAL hOrrOr” reSOUrCeS:

Take all of the above Resource Piles and add them to the Resource Area.

*Combine and shuffle them into a pile.

(A) GAMe eND AND VICtOrY CONDItION: eArN the MOSt DeCOrAtIONS BeFOre “ALBert WeSker” IS DeFeAteD!

The game ends as soon as a Player Defeats the most powerful Infected in the Mansion. In this set, the most powerful Infected is “Albert Wesker”.

Once “Albert Wesker” has been Defeated, each Player will total up their Decorations. The Player with the most Decorations is the winner. (See the next page for how to earn Decorations) If Players are tied for most Decorations, then the Player with the most Health at the moment the game ended is declared the winner. If they are tied, then all (both) of them are the winners.

08 09

(1) Play an Action (2) Play an Item (3) Activate a Character’s Effect

(4) Explore the Mansion (5) Buy a Resource

o [Basic Resources] o Fierce Battleo Gathering Forceso Desperate Escapeo Quirk of Fate

o Star-crossed Duoo Uroboros Injectiono Red Herbo Telescopic Sight Rifle

o Riot Shotgun & Triple Barreled

Shotgun*o Flash Grenade

& Grenade Launcher*

o Russian Assault Rifle & Signature Special*

The Player may do any of the following 5 options in any order they wish:

*You do NOT have to perform any of these if you do not want to.

o 7 “Ammo x10” cards o 2 “Combat Knife” cards o 1 “Handgun” card Each Player shuffles these 10 cards together and places the pile face down in front of them. These cards are referred to as their Inventory. Then, each Player draws 5 cards from the top of their Inventory as their starting Hand.

Each Player begins their turn with the following:

o 1 ACTION o 1 BUY o 1 EXPLORE

(B) GAMe FLOW: 1 ACtION, 1 BUY, 1 exPLOre, DISCArD eVerYthING AND DrAW 5 At the eND!

90Health

70Damage Decorations

9Ma-0 29Ma-0 29©CAPCOM. Licensed for use by Bandai .©CAPCOM. Licensed for use by Bandai .

When this Infected is revealed, all other revealed Infected get +10 health and +10 Damage during this turn.

Page 7: Resident Evil Building Deck Alliance - Livro de Regras

(1) PLAYING ACtION(S) (CONt.)To play an Action, place the card from your Hand face up in your Play Area, then perform any effects that are listed on the Action, starting with the Bonus Icons first, then the effects. A Player must finish all effects of the current Action before another card can be played. If a Player cannot perform all of the listed effects, then the Player does as much as they can. Any Action played remains in their Play Area until the end of their turn. *Some Actions provide additional Ammo or Gold. Don’t forget to add these amounts in prior to Exploring or Buying for your turn.

Some Action cards (Such as Uroboros Injection AC-018) have an effect that allow you to use them during another Player’s turn. This does not cost any Actions to perform!

(2) PLAYING IteM(S)To play an Item, place the card from your Hand face up in your Play Area, then do any effects that are listed on the Item. If a Player cannot perform all of the listed effects, then the Player does as much as he can. Any Item played remains in that Player’s Play Area until the end of the turn. You can play as many Items as you want to during your turn.

(3) ACtIVAtING A ChArACter’S eFFeCtTo activate Character’s effect, the timing needs to be correct. If it is, you can activate it. There are some permanent effects that are active as long as you are meeting certain conditions. For the timing of the effects, read each effect carefully to determine when you can activate them. A Character’s effect with the word “can” in it can only be activated once during its noted timing per turn.

All Characters have a base Damage of 0 which is not shown. Some Characters in Resident Evil™ have the ability to increase their Damage, turning their own typically non-lethal bodies into Infected slaying machines!

(4) exPLOrING the MANSIONWhen a Character Explores the Mansion, do the following:

1) Announce that you are Exploring.

2) Play and declare any Weapons your Character(s) will be using. Each Weapon can only be used once, unless stated otherwise.

3) Meet Ammo Requirement on the Weapons being used. Take your total Ammo and assign how much Ammo is being used in each Weapon. Ammo is spent as a total, not on a card to card basis.

4) Total up the amount of Damage that your Character(s) are dealing by adding up your Weapon’s Damage, Character’s Damage, and any effects provided by other cards.

5) If any Weapons being used have any effects, they must be used at this moment.

After performing the above, Reveal the top card of the Mansion. If an Infected is Revealed, note any effect on the card. If it has an effect, apply it when the effect says so. If the Character’s Damage total exceeds or equals the Infected’s Health, then the Infected is considered Defeated. The Infected itself is attached to the Player’s Character, and its Decoration Reward value is added to that Character’s total.

10 11

Should a Character fail to Defeat the Revealed Infected, the Infected lashes out and Attacks the Character, dealing Damage equal to its Damage amount (plus any modifiers) to the Character. The Revealed Infected is moved to the bottom of the Mansion after dealing its Damage. Note that some Infected have effects when they are NOT Defeated. Be sure to apply these effects. You wouldn’t want your fellow survivors escaping first!

LeVeL UP!When a Character has obtained a certain amount (or more) of the indicated Decorations, that Character “levels up”, giving you access to more powerful effects to aid you in your escape. When a Character becomes Level 2, that Character has all of the abilities of Level 1 as well as Level 2.

PeNALtY FOr LOSING ALL YOUr ChArACter’S heALthIf your Character’s Health is reduced to 0 or less, then that Character has been fatally injured in their conquest. Turn the Character face down and shuff le together all the cards in your Hand, Player Area and Discard Pile into your Inventory. Then, place your Inventory face down in front of you. All cards currently attached to your Character remain attached to your Character.

When your turn comes around, turn your Character face up. Reduce the maximum Health of your Character by 20, heal your Character to your new maximum Health amount, draw 5 new cards from your Inventory, and end your turn. If your Character’s Maximum Health is 0 or less at this point, your Character is dead and your game is over.

extrA exPLOreSome Weapons, like Shotguns, allow a Character to Explore multiple times in a turn. If a Player has multiple Explores, they can use 1 Explore at a time, or all at once. If multiple Infected are Revealed all at once, the Player’s total Damage must exceed or equal the Revealed Infected’s combined Health. If it does not, then the Character receives the total Damage of all the Revealed Infected. Afterwards, all Revealed Infected that were not Defeated are moved to the bottom of the Mansion.

Ex: Tylar has 40 Ammo and is using a Shotgun which deals 25 Damage. He uses 1 Explore and Reveals Lurker, which has 10 Health. He decides to use his 2nd Explore and Reveals another Lurker, which has 10 Health. Since their total Health is lower than Tylar’s 25 Damage, both Infected are Defeated. However, if the second Infected Revealed was a Garrador (whose Health is 50), Tylar’s 25 Damage would be unable to overcome both and his Character would take the total Damage from all of the Revealed Infected.

Players can also choose to Explore 1 at a time. While this way is much safer, you also require more weaponry this way, since Weapons can only be used once per turn.

Ex: Alex has 40 Ammo and is using a Shotgun which deals 25 Damage. He uses his first Explore and Reveals a Kipepeo, which has 20 Health. Alex decides to stop, and adds the Kipepeo to his Decorations. Later in the turn, Alex decides to use his 2nd Explore, playing 2 Knives and a Handgun, for a total of 20 Damage. Alex Reveals the Zombie (Male), which has 20 Health. Alex defeats the Zombie (Male) and also adds it to his Decorations.

NeW

NeW

Page 8: Resident Evil Building Deck Alliance - Livro de Regras

(6) eND OF tUrN PrOCeDUreOnce done with the above, the Player must Discard all cards in their Play Area that aren’t attached to their Character(s) and all remaining cards in their Hand. Then draw 5 new cards. Once a Player has completed drawing a new Hand of 5, play is passed to the Player to the left. *Any time a Player needs to draw cards but cannot because of an insufficient amount of cards in their Inventory, they draw as many as they can, then shuffle their Discard Pile, then place it in their Inventory Area face down, and draw the rest.

Keep doing these procedures until a Player meets the game end condition.

(7) ADDItIONAL StOrY MODe OPtIONSUse any of the below Scenarios if you wish to have more diversity in your STORY MODE play:

12 13

o [Basic Resources]o Treasureo Telescopic Sight Rifleo Partners

o Riot Shotgun & Triple Barreled Shotgun*

o Gathering Forceso Fierce Battle

o Desperate Escape o Flamethrower o Star-crossed Duoo Quirk of Fate

“FASt ACtION” reSOUrCeS:

Feel like ending the game quickly? This setup will allow Players to build up their Inventory the quickest and have everything they need when they decide to Explore the Mansion.

*Combine and shuffle them into a pile.

o Flash Grenade & Grenade Launcher*

o Russian Assault Rifle & Signature Special*

o [Basic Resources]o Uroboros Injectiono Telescopic Sight Rifleo Gathering Forces

o Riot Shotgun & Triple Barreled Shotgun*

o Desperate Escapeo Partners

o Great Ambitiono Flamethrowero Star-crossed Duoo Archrival

“BACkLOG” reSOUrCeS:

Players will find themselves with a bit too many Resources as they battle to control their Inventory sizes with this setup.

*Combine and shuffle them into a pile.

o Flash Grenade & Grenade Launcher*

o Russian Assault Rifle & Signature Special*

“BOUND ADVANCe” reSOUrCeS:

Providing Players with little to no Drawing ability, this setup will strain resources as they attempt to make the most of their initial 5 cards.

o [Basic Resources]o Treasureo Telescopic Sight Rifleo Gathering Forces

o Riot Shotgun & Triple Barreled Shotgun*

o Desperate Escapeo Quirk of Fate

o Red Herbo Flamethrowero Star-crossed Duoo Blowback Pistol

*Combine and shuffle them into a pile.

o Flash Grenade & Grenade Launcher*

o Russian Assault Rifle & Signature Special*

(5) BUYING reSOUrCeSWhen Buying, a Player can spend their Gold gained for the turn to Buy Resources in order to aid them in upcoming battles. The Cost of each card is located in the upper right hand corner. When a Player Buys a card, they move the card they wish to Buy from the top of the Resource Pile into their Discard Pile. When a Resource Pile is empty, Players cannot Buy any more of that Resource. If the Player has multiple Buys, they combine the total amount of Gold they have for the turn before Buying. This total amount is used to pay for everything they Buy this turn. Buys are done one at a time. Here is an example of Buying Resources during a turn.

here IS WhAt ANDY hAS PLAYeD FOr the tUrN.

After moving the Handgun to his Discard Pile, The next card in the Pistol Resource Pile is revealed to be the powerful Burst-fire Handgun. Seeing that the Burst-fire Handgun costs 60 Gold to Buy, Andy finds himself too low on Gold to Buy it. Instead, Andy chooses to use his 2nd Buy to Buy a Green Herb:

After playing his Ammunition, Andy has a total of 50 Gold to Buy with this Turn. Andy chooses to first Buy the Handgun:

We-009We-009

20Ammo Requirement

10Damage

20

©CAPCOM. Licensed for use by Bandai .©CAPCOM. Licensed for use by Bandai .

NON-INFeCteD CArDSSometimes Events can be found when Exploring the Mansion instead of an Infected. In this case, When the Event is revealed, perform the effect listed on the card.

Am-003Am-003©CAPCOM. Licensed for use by Bandai .©CAPCOM. Licensed for use by Bandai .

60

+30 +30It-001It-001©CAPCOM. Licensed for use by Bandai .©CAPCOM. Licensed for use by Bandai .

20

trash this Item to heal a Character’s health by 20, or, you can trash this Item and another “Green herb” from your hand to heal your Character’s health by 60.

Am-002Am-002©CAPCOM. Licensed for use by Bandai .©CAPCOM. Licensed for use by Bandai .

30

+20 +20

Page 9: Resident Evil Building Deck Alliance - Livro de Regras

14 15

ADVANCeD NOte 3: ALterNAte StArtING INVeNtOrIeSPlayers can also play with the Custom Starting Inventories in order to enhance the flavor of the game even more. You can find these Custom Starting Inventories under the MERCENARY MODE section. (See the next page)

ADVANCeD NOte 4: reSIDeNt eVIL™ exPANDeDOwn both the first and second copies of the Resident Evil™: Deck Building Game? Try out these scenarios for a more diverse gaming experience!

ADVANCeD NOte 1: CUStOM reSOUrCeSAs Players become more experienced, they may wish to try their own combination of Resources. Allow each Player to pick one of the Resource Piles one at a time, until you have 18 Resource Piles total. It is advised that you always play with the Basic Resources.

ADVANCeD NOte 2: ALterNAte PLAY DIFFICULtYUse the below if you feel that the above setups are not suitable enough to meet your demands:

Easy Difficulty: All Infected get -10 Health, -10 Damage, and their effects are not active.

Hard Difficulty: All Infected get +10 Health, +10 Damage, and apply their effects twice.

Professional Difficulty: Player’s must Explore at least once on their turn.

o [Basic Resources]o Grenade, Grenade

Launcher & Flash Grenade*

o Longbowo Ominous Battle

o Deadly Aimo Riot Shotgun,

Triple Barreled Shotgun, Pump-Action Shotgun, & Automatic Shotgun*

o Six Shooter

o Uroboros Injectiono Shattered Memorieso Item Managemento Reloado Russian Assault Rifle,

Signature Special*

“tOP OF the CLASS” reSOUrCeS:

Combining the best of the best from Sets 1 and 2, this set up will give you everything you need to rip through the Mansion.

*Combine and shuffle them into a pile.

o Telescopic Sight Rifle, Bolt-Action Rifle & Semi-Automatic Rifle*

o [Basic Resources]o Treasureo Longbowo Ominous Battle

o Deadly Aimo Riot Shotgun &

Triple Barreled Shotgun* o Six Shooter

o Fierce Battleo Quirk of Fateo Item Managemento Reload

“LethAL INjeCtION” reSOUrCeS:

Ignore all those tiny weapons and go for nothing but the best! Use your Treasure to get the large Weaponry you need to annihilate the Infected.

*Combine and shuffle them into a pile.

o Assault Machine Gun& Full-bore Machine Gun* o Russian Assault Rifle

& Signature Special*

ADVANCeD NOte 5: the DAY-kILLerFeel like Resident Evil™ action all day long? Combine the Mansions from Set 1 and 2 and rejoice in the Infected hunting fun! The game ends when both “Albert Wesker” and “Uroboros Aheri” have been defeated.

PLAYerS NeeDeD: 2 tO 4 PLAYerS eStIMAteD PLAY tIMe: tIMe: 30 MIN tO 45 MIN

You and your Team have been dropped into the middle of a huge mob of Infected. Your mission: destroy everything around you in a quick and timely manner. For every Infected Defeated, you have been promised a greater reward for your bravery.

(GAMe MODe 2) MerCeNArY MODe

NeW CArDS!With MERCENARY MODE, a new card type is introduced, exclusive to this mode:

When Obtained, players gain 1 extra turn. trash this card afterwards.

Ma-018Ma-018©CAPCOM. L icensed for use by Bandai .©CAPCOM. L icensed for use by Bandai .

BONUS CArDBonus cards are used only in MERCENARY MODE. This card can only be found in the Mansion.

Card Type

Card Name

Effect: When this card is Revealed from the Mansion and the Player decides to Gain it, perform this effect.

A

A

B

B

C

C

Page 10: Resident Evil Building Deck Alliance - Livro de Regras

SteP 3: PrePAre the CUStOM StArtING INVeNtOrY!

Each Character card has a Custom Starting Inventory that they start with. Custom Inventories are detailed below:

SteP 3 (CONt.)

SteVe BUrNSIDe

LeON S. keNNeDY

jOSh StONe

ChrIS reDFIeLD

jACk krAUSer

hUNk

CLAIre reDFIeLD

BILLY COeN

CArLOS OLIVeIrA

8x Ammo x10, 1x Flamethrower , 1x Star-crossed Duo

7x Ammo x10, 1x Russian Assault Rifle, 1x Combat Knife, 1x Handgun

1x Riot Shotgun, 1x Desperate Escape, 8x Ammo x10

7x Ammo x10, 1x Red Herb, 2x Green Herb

2x Great Ambition, 8x Ammo x10

1x Treasure, 1x Archrival, 1x Blowback Pistol, 7x Ammo x10

jILL VALeNtINe 1x Telescopic Sight Rifle, 2x Flash Grenade, 1x Ammo x20, 6x Ammo x10

1x Blowback Pistol, 2x Handgun, 7x Ammo x10

1x Quirk of Fate, 1x Survival Knife, 1x Combat Knife, 7x Ammo x10

2x Uroboros Injection, 1x Handgun 7x Ammo x10

SteP 1: PICk A SCeNArIO!

Any Scenario from STORY MODE can be used for this game mode, or you can choose from one of the below:

o [Basic Resources] o Uroboros Injectiono Telescopic Sight Rifle o Gathering Forces

o Riot Shotgun & Triple Barreled Shotgun*

o Desperate Escapeo Great Ambition

o Fierce Battle o Flamethrower o Archrivalo Quirk of Fate

“INFeSteD SUPPLY DePOt” reSOUrCeS:

Featuring all the Weapons you could ever need, this abandoned Supply Depot guarantees one thing: Mass Destruction.

*Combine and shuffle them into a pile.

o Flash Grenade & Grenade Launcher*

o Russian Assault Rifle & Signature Special*

o [Basic Resources] o Red Herbo Telescopic Sight Rifleo Gathering Forces

o Riot Shotgun & Triple Barreled Shotgun*

o Desperate Escapeo Great Ambition

o Fierce Battleo Partnerso Treasureo Quirk of Fate

“INFeSteD ShOPPING MALL” reSOUrCeS:

Welcome to Raccoon City Mall, where anything great is located, everything is on sale, and everyone greets you with rotting teeth and a monstrous hunger! We’ve got what cures your hunger for Infected destruction!

*Combine and shuffle them into a pile.

o Star-crossed Duoo Russian Assault Rifle

& Signature Special*

SteP 2: MODIFY the MANSION!

o “Laser Targeting Device”o “Iron Maiden” (2 total)

o “Proto Tyrant”o “Albert Wesker”

o “Collapsing Floor Trap”o “Garrador” (2 total)

Then, add the Bonus cards to the Mansion. Shuffle up the entire Mansion, and place it in the Mansion Area.

remove the following cards from the Mansion of the StOrY MODe:

16 17

SteP 4: hAVe SOMethING reADY tO keeP trACk OF tUrNS!

Have game counters of some kind or paper and a pen ready to keep track of the remaining turns of the game.

(A) GAMe eND & VICtOrY CONDItIONAfter all turns have been depleted, the Team with the most Decorations is declared the winner. If the Health of all the Characters’ in a Team is reduced to 0 or less, that Team is eliminated from the game and loses immediately. If Teams are tied in Decorations, then the Team with the Character who has the most Health at the time the game ended is the winner. The game will start with 15 turns, but more time can be added with the “Time Bonus” cards drawn from the Mansion.

(B) GAMe FLOWMERCENARY MODE is played in Teams. Every Player can either be on a Team by themselves (1 vs. 1 vs. 1 vs. 1, known as free for all), Teams of 2 (2 vs. 2 max) or, if one Player is more experienced than the others, 1 vs. 3.

MERCENARY MODE follows all the rules of STORY MODE, except that when an Infected is Defeated, it begins or continues a Combo Pile that the Team has started. (See the next section for “Combos”)

eACh GAMe StArtS WIth 15 tUrNS. Every time each Team has had a turn, a turn is subtracted from the remaining turns. There are ways of adding more. By adding more time, you can increase your score dramatically by extending your combo. It’s up to you and your Team to decide how you want to play.

(C) Other rULeS tO reMeMBer

COMBOSA combo is a string of Defeated Infected that a Team has created as their Characters Explore the Mansion. When Exploring, follow the Instructions under “EXPLORING THE MANSION” in the STORY MODE section. (See Pg 10)

In order to keep a Combo going, the Team must Defeat an Infected every turn in succession. For every Infected the Team Defeats, more Decorations can be earned.

When an Infected is Defeated, it is moved into the Team’s Combo Pile. If, at the end of the Team’s turn, they have a Combo Pile and did not Defeat any Infected that turn, the Decorations are determined and are written down and added to their total.

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LeVeLING UPUnlike the STORY MODE, Character’s Levels are determined by how many Decorations the Team has earned. In other words, the Team members share the Decorations they earn.

Failing to Defeat an Infected this turn, they start to total their Decorations up, with Zombie (Male) being worth 1 Decoration, Kipepeo worth 1, and the Licker β worth 3. This totals up to 5, but is then multiplied by the total number of cards in Blue Team’s Combo pile, which was 3, giving them a total of 15 Decorations for this Combo.

here IS the BLUe teAM’S COMBO PILe:

PeNALtY FOr LOSING ALL YOUr ChArACter’S heALthWhen a Character’s Health is reduced to 0 or lower in MERCENARY MODE, that Player is eliminated from the game. If the Health of all the Characters’ in a Team is reduced to 0 or less, that Team loses the game immediately.

18 19

COMBOS (CONt.)To determine the total Decorations in the Combo Pile, add up the printed Decoration amount on each Infected (“Zombie(Male)” , for instance, is worth 1) in the Combo Pile, then multiply that amount by the number of cards in the Combo Pile. After determining the total, write down the total Decorations your Team just earned, and move all of the cards in your Combo Pile to the bottom of the Mansion in any order your Team wishes. Note that the “Combo Bonus” card is not worth any Decorations on its own.

PLAYerS NeeDeD: 2 tO 4 PLAYerS eStIMAteD PLAY tIMe: tIMe: 45 MIN tO 1 hOUr

You have successfully escaped the Mansion, along with all of the other survivors. Suddenly, one pulls a gun on the other, and so on, until a great standoff ensues. In order to stay alive, you must defeat your fellow survivors!

(GAMe MODe 3) VerSUS MODe

SteP 1: PICk A SCeNArIO!

Choose 1 of the scenarios from STORY MODE or MERCENARY MODE to be used for VERSUS MODE.

SteP 2: tAke OUt the MANSION FrOM the FIeLD!

This game mode doesn’t need the Mansion since Characters are now Battling each other instead. So, remove it from the game.

SteP 3: hAVe the StArtING INVeNtOrY AND hAND reADY!

Each Player takes the following cards from the Resource Area. Leave the remainder in the Resource Area, if there is any:

o 7 “Ammo x10” cards o 1 “Handgun” card o 2 “Combat Knife” cards

Each Player shuffles these 10 cards together and places the pile face down in front of them. These cards are referred to as their Inventory. Then, each Player draws 5 cards from the top of their Inventory as their starting Hand.

20Health

10Damage Decoration

1Ma-0 27Ma-0 27©CAPCOM. Licensed for use by Bandai .©CAPCOM. Licensed for use by Bandai .

20Health

20Damage Decoration

1Ma-0 28Ma-0 28©CAPCOM. Licensed for use by Bandai .©CAPCOM. Licensed for use by Bandai .

35Health

20Damage Decorations

3Ma-0 24Ma-0 24©CAPCOM. Licensed for use by Bandai .©CAPCOM. Licensed for use by Bandai .

Page 12: Resident Evil Building Deck Alliance - Livro de Regras

Albert Wesker Possessing unearthly strength, speed, and

intelligence, his only weakness appears to

be his need for regular doses of a serum

created by tricell.

LeVeLING UP IN VerSUS MODe Unlike the other two game modes, ONLY A SINGLE DECORATION IS NEEDED TO GAIN A LEVEL IN VERSUS MODE.

extrA exPLOreSIf a Character has more than 1 Explore, they can Attack multiple Characters by using Weapons against different Characters. Designate the Characters you wish to Attack and Reveal your Weapons, selecting which Character each Weapon is being used on. Each Weapon can only be used once, unless stated otherwise.

ADVANCeD NOte 4: CUStOM StArtING INVeNtOrYYou can also start with the Custom Starting Inventory made specifically for each Character, or you can mix and match custom setups. These Custom Starting Inventory setups can be found under MERCENARY MODE. (See Pg 15 )

Ex. Johnny chooses to Attack Bob’s Character and does the right amount of Damage to reduce its Health to 0. Bob glumly f lips his Character face down while Johnny looks through Bob’s Inventory, Player Area, Hand and Discard Pile and decides to take his “Handgun” card and adds it to his Discard Pile. Bob shuffles all the cards in his Hand, Player Area, and Discard Pile together, draws a fresh Hand of 5, and turns his Character face up during his next turn.

20 21

(A) VICtOrY CONDItIONWhen a Character has Defeated another Character, they gain 1 Decoration. When a Character has earned 3 Decorations, the game ends and that Player is declared Victorious.

(B) GAMe FLOWWhen your Character Explores, instead of Revealing the top card of the Mansion, designate a Character. You are now battling that Character. Follow all rules detailed in the “Exploring the Mansion” section (Pg 10), as if you had Revealed an Infected.

When a Character’s Health is reduced to 0 or less, the Attacking Player can choose a Weapon from the Defeated Player’s Inventory, Player Area, Hand or Discard Pile and add it to their Discard Pile. The Defeated Player then shuffles all the cards in their Hand and Discard Pile into their Inventory and draws a new Hand of 5, and turns their Character face down. A Character flipped face down cannot be Attacked. On the Defeated Player’s next turn, that Player can only flip up their Character and pass their turn.

Page 13: Resident Evil Building Deck Alliance - Livro de Regras

SteP 1: ChOOSe A SCeNArIO!

Any Scenario from the previous modes can be used for the PARTNER MODIFICATION. You can also choose any of the following Scenarios made specifically for the PARTNER MODIFICATION:

PLAYerS NeeDeD: 1 tO 4 PLAYerS eStIMAteD GAMe tIMe: 30 MIN tO 45 MIN

Determined to get to the bottom of the situation yourself, you storm off in a single direction, heading into the darkness of the Mansion. Coming to the first door, you kick it open, only to encounter a large swarm of Infected. Suddenly, a deafening explosion jars your subconscious as you see the Infected disappear into a fiery explosion. Turning around, you see your partner, ready to take on the Mansion with you.

NeW!!! (GAMe MODIFICAtION) PArtNer MODIFICAtION

22 23

SteP 2: MODIFY the MANSION!

After doing this, shuffle up the entire Mansion, and place it in the Mansion Area.

Add the following cards to the Mansion from StOrY MODe:

o Los Iluminados Monk (2 total)o Guardian of Insanity (3 total)o Reaper (2 total)

(A) ChOOSING YOUr ChArACterS When choosing your Characters for Partner Modification, have every Player choose once as normal, then have each Player choose another one. After that, have each Player designate which of their two Characters is their Main Character and which is their Partner.

(B) GAMe eND & VICtOrY CONDItIONBe sure to remember what the Game End/Victory Conditions are for the game mode you are playing. The PARTNER MODIFICATION does not alter the Game End/Victory Condition, it only alters how you play.

(C) YOUr PArtNerYour Partner will aid you in your endeavors as long as you keep them alive. Your Partner is treated as another Character under your control and, as such, has their own Health, base Damage, and effects that you as the Player will be able to harness to create synergy with your Main Character.

Your Main Character is always the Main Character, and their Partner is always the Partner.

Your Partner’s level is determined by the total Decorations attached to your Main Character, and follows all the same rules outlined in the LEVEL UP! Section (Pg 11).

Your Partner also has their own separate Health from your Main Character. When they take Damage, their Health is lowered, just as your Main Character’s is.

ADDItIONAL rULeS

(1) AttAChING CArDS tO YOUr PArtNerWhile you still play Actions the same way with or without a Partner, you have the additional option of being able to Attach Weapons to your Partner. During your turn, you can spend 1 Action to Attach any Weapon from your Hand to your Partner. Attached cards remain Attached throughout every turn. Attached cards can only be removed by being replaced. If you want to replace an Attached card, move the old card to your Discard Pile. The maximum number of Attached cards for any Partner is 2, unless stated otherwise.

Some Actions allow you to Attach them to your Partner to gain an effect every turn (Star-crossed Duo AC-014). While Attached, these cards only provide their listed effect, not the Bonus Icons.

(2) exPLOrING WIth A PArtNerWhen you choose to Explore, you play all your Weapons as normal. When you are assigning Ammo to Weapons, you can assign Ammo to your Partner’s Weapons, allowing them to use their Attached Weapons when you Explore. Only Weapons Attached to your Partner are considered to be used by them. Your Partner using Weapons follows all the same rules that your Main Character does. Your Partner and your Main Character Explore at the same time, not separately. Before you Reveal the top of the Mansion, choose who, your Partner or your Main Character, will be leading the way into the room.

If you fail to Defeat the Revealed Infected when you Explore, your Leading Character takes the full Damage from all the Revealed Infected.

Make sure to follow all the general rules regarding Exploration.

(3) PeNALtY FOr LOSING ALL YOUr PArtNer’S heALthWhen your Partner’s Health is reduced to 0 or less, your Partner is considered to be fatally injured. Remove the Partner from the game, and Trash all cards (if any) that are Attached to that Partner. Once removed from the game, your Partner does not come back. So take care to protect your Partner as best as you can!

If your Main Character falls in battle, follow all the rules denoted in the PENALTY FOR LOSING ALL YOUR CHARACTER’S HEALTH section (pg. 11)

“PArtNerS IN eSCAPe” reSOUrCeS:

An Introduction to the Partner Modification, many cards that had limited uses before are completely changed when adding in more Characters.

o [Basic Resources]o Partnerso Telescopic Sight Rifleo Cornered

o Riot Shotgun & Triple Barreled Shotgun*

o Red Herbo Great Ambition

o Star-crossed Duoo Flamethrowero Flash Grenade

& Grenade Launcher*

*Combine and shuffle them into a pile.

o Archrivalo Russian Assault Rifle

& Signature Special*o Quirk of Fate

“A LIttLe GUN GOeS A LONG WAY” reSOUrCeS:

Sometimes, the person who is more accurate is the one who survives, as proven by this Scenario.

o [Basic Resources]o Gathering Forceso Desperate Escapeo Cornered

o Uroboros Injectiono Red Herbo Partners o Star-crossed Duo

o Flamethrowero Archrivalo Flash Grenade

& Grenade Launcher*

*Combine and shuffle them into a pile.

o Blowback Pistolo Quirk of Fate

“tACtICAL ADVANCe” reSOUrCeS:

Having more cards in your Hand will demand smarter choices be made, less your Partner be killed.

o [Basic Resources]o Desperate Escapeo Telescopic Sight Rifleo Uroboros Injection

o Riot Shotgun & Triple Barreled Shotgun*

o Fierce Battleo Great Ambition

o Star-crossed Duoo Flamethrowero Partnerso Treasure

*Combine and shuffle them into a pile.

o Russian Assault Rifle & Signature Special*

o Quirk of Fate

Page 14: Resident Evil Building Deck Alliance - Livro de Regras

There are some special terms used in this game. Learn them well and play correctly.

Q: I forgot to declare who was leading the way into the Mansion when I went off Exploring with my Partner. What do I do?

A: If you forget to announce who is leading, it is assumed that your Main Character is leading.

Q: If I have an Ammo x30 and an Ammo x20, do I have to use 20 Bullets in one gun, and 30 in another?

A: No. In your example, you have a total of 50 Bullets to use for all your Weapons.

Q: Do I have to Explore every turn?A: No you do not, unless an effect is requiring you to do so. You do not have to

use all of your Explores either.

Q: Do I have to have a Weapon to Explore?A: No you do not.

Chapter VII. Terminology of the Game

Chapter VIII. FAQ

PArtNer: Your secondary Character.

MAIN ChArACter: Your non-Partner Character

GAIN: Moving a card from Resource Area, Mansion Area, or from outside the game into a Player’s Discard Pile.

AttACh: Taking a card and placing it under your Character or Partner.

reVeAL: Show the indicated card to all Players.

trASh: Moving a card into its Resource Pile in the original Resource Area.

heAL: Increasing the Health of the Character by indicated amount. However, it cannot exceed its Maximum Health.

reMOVe FrOM the GAMe: Move the card out of the game. It is no longer in the current game.

exPLOre: Following the procedures designated on pgs 10-11.

DeFeAt: When your Damage is higher than the Health of the Revealed Infected.

+x CArD(S): As soon as the Player plays a card stating this, Draw X cards from their Inventory. If there are not enough cards in the Player’s Inventory, that Player draws as many as they can, shuffles their Discard Pile, places the shuffled cards in their Inventory Area, then draws the rest. If the Player still does not have enough cards, then they draw as many as they can.

+x exPLOre: The Player may Explore X times more during this turn.

+x ACtION(S): The Player gets X additional Actions during this turn. The instructions on the current Action card must be completed before the Player can play another Action card or moves on to an additional step.

+x BUY(S): The Player may Buy an additional X Resources during their turn. The extra Buy adds to the Players overall Buying amount and does not require a Player to immediately Buy.

+x GOLD: The Player has an additional X Gold for the turn to Buy Resources with.

+x AMMO: The Player has an additional X Ammo for the turn to use Weapons with.

You can find the latest information, upcoming events, updated rules, errata at our official web site:

http://www.bandaicg.com/residentevil/

24 25

Page 15: Resident Evil Building Deck Alliance - Livro de Regras

When putting away the cards, be sure to put them in the specified Slot Number, that way your game is better organized and is easier to set up the next time you play!

Box Layout & Game Content

1 CH-011 Carlos Oliveira 1 1 CH-012 Josh Stone 1 1 CH-013 Steve Burnside 1 1 CH-014 Jack Krauser 1 1 CH-015 Hunk 1 1 CH-016 Jill Valentine 1 (Brainwashed) 1 CH-017 Billy Coen 1 1 CH-018 Leon S. Kennedy 1 1 CH-019 Chris Redfield 1 1 CH-020 Claire Redfield 1

2 WE-004 & Combat Knife & WE-005 Survival Knife 11 & 1 3 WE-009 & Handgun & WE-010 Burst-Fire Handgun 9 & 1 4 WE-017 & Flash Grenade & WE-018 Grenade Launcher 5 & 1 5 WE-019 Telescopic Sight Rifle 76 WE-020 & Riot Shotgun & WE-021 Triple Barreled Shotgun 7 & 17 WE-022 & Russian Assault Rifle WE-023 & Signature Special 4 & 18 WE-024 Flamethrower 59 WE-025 Blowback Pistol 5

10 AC-013 Partners 5 11 AC-014 Star-crossed Duo 8 12 AC-015 Great Ambition 5 13 AC-016 Archrival 5 14 AC-017 Fierce Battle 5 15 AC-018 Uroboros Injection 5 16 AC-019 Quirk of Fate 8 17 AC-020 Cornered 5 18 AC-021 Gathering Forces 5 19 AC-022 Desperate Escape 5

20 MA-018 Time Bonus +1 1 20 MA-019 Time Bonus +2 1 20 MA-020 Time Bonus +3 1 20 MA-021 Combo Bonus 2

23 MA-022 Lurker 3 23 MA-023 Infected Bat 3 23 MA-024 Licker ß 2 23 MA-025 Duvalia (Las Plagas) 2 23 MA-026 Garrador 2 23 MA-027 Zombie (Male) 323 MA-028 Kipepeo (Las Plagas) 323 MA-029 Albert Wesker 123 MA-030 Cephalo (Las Plagas) 323 MA-031 Proto Tyrant 1 23 MA-032 Iron Maiden 223 MA-033 Zombie Horde 323 MA-034 Nosferatu 223 MA-035 Los Illuminados Monk 223 MA-036 Reaper 223 MA-037 Guardian of Insanity 323 MA-038 Explosive Barrel 3 23 MA-039 Collapsing Floor Traps 1 23 MA-040 Laser Targeting Device 1

21 IT-001 Green Herb 622 IT-004 Red Herb 5

Slot no.

Card no.

Card name

total amount

Slot no.

Card no.

Card name

total amount

Credit

Anh Duc Do, james takenaka, Alex Bykov & justin kho

jack L. huang (Cloud 88 Design)

tylar Allinder

Graphic Design:

Game Design:

Game Development:

24 AM-001 Ammo x10 28 25 AM-002 Ammo x20 15 26 AM-003 Ammo x30 1527 AM-004 Treasure 10

© CAPCOM. Licensed for use by BANDAI.


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